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WhyAmILikeThis

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  1. Oh oh. Okay. I was afraid the problem was going something like that. Oh well. I was hoping moving stuff in my 1.3.1 game but that's ok. I was rebuilding my mod collection for 1.7.2 anyway. Anyway thanks for your help! IR has always been one of my favorite mods and I love what you've done with it. Keep it up!
  2. I am running KJR 3.3.3, and the 3.0.0 beta version of IR. I used that one cause the file name said "for 1.3.1." As for the duplicate KJR thing, I have a nasty habit of letting windows overwrite like files when I update, so it's possible something slipped through and is wrecking everything. I appreciate y'all's help!
  3. So I have a problem that I think arises somewhere between the chair and the keyboard, but I've looked extensively and cannot find an answer so I thought I'd ask. I recently installed IR Next on an existing game I've been playing in 1.3.1 (went all the way back to make sure I had the right IR build). I built sort of a standard robot arm to test it out to make sure I had the mechanics of all the parts right, and it worked beautifully in the VAB. But when I launch the craft, all the actuators behave as if they're pushing against an immovable force, binding up, clipping through each other when I attempt to move them, joints and connections coming apart, eventually leading to explosions and mayhem. It's comical to watch, as phantom forces always are, but not particularly useful. I checked to make sure autostruts weren't enabled, set limits to make sure the parts weren't clipped through each other for some reason, turned collisions off, but nothing seems to work. I'm sure it's probably something I'm doing wrong, but any advice would be deeply appreciated.
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