

sirkut
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Everything posted by sirkut
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Once my DSL behaves I'm going to sync a new ZIP for everyone to test. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
And this is why mods aren't supported by Squad. Sure it isn't rocket science but one must know how to handle folders and even looking in their own output_log file to see what is going on. It's basic file management. Why the big fuss over toolbar? If I have the old version it will alert you to download a new version. If you don't want I install it and keep the existing one then don't copy it over. Keep all your mods in the GameData folder and not go deeper into that directory. When I do mine, I keep ALL the folders at the root of Gamedata. It makes it easy to troubleshoot. I'm bored with this constant back and forth over this. Is infernal robotics working or not? -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
There's a correction I forgot to mention. Rotational parts that have a connection node work during a saved game. It's surface attachable parts that are still having an issue. still test away! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
The main assumption is suppose a person downloads only one mod. What does that person do when they realize the plugin doesn't work because it required Toolbar? The solution is to provide it anyway just in case that one person who never installed a mod can get it to work. Eventually I will add code to check to see if the Toolbar is loaded, if not it will continue to work without it but until then I will keep providing it and assume the user on the other end knows what they are doing. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Good to hear. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
You only install one toolbar and it's structure should be: - - - Updated - - - If you have a newer version that mine, don't overwrite it, just overwrite the magicsmokeindustries folder. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Yeah, I suppose I could have just linked the raw. I'll make the change to the post. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
My god man: -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Well I went font size crazy and now state it's test builds and that you are warned. Not much more I can do. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
These are "daily" builds so use with caution. I'd just like for people to test as we work on fixing them. Rotational parts may be fixed but people need to test them. I don't use the spaceport because it's tedious to have to upload each time a test build is done. This is why github is being used. I provided a pictorial set or instructions so everyone should be able to follow them IF they want to help and test. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Updated the OP with instructions on how to download the ZIP file. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Only install infernal robotics and do what I said in a previous post by clearing out the log file before loading a craft with robotic parts. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm confused here. Romfarer's robotic arms don't use the Infernal Robotics plugin. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
On github. Go to the first post in this thread and follow the link. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Ok gang. Thanks to omgnull, while I was asleep he submitted a fix for at least saving the state of the rotations. Give it a try and see. Also, translations are really messed up. The parts end up dislocated. Working on a fix for that. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm looking at your screenshots and something doesn't make sense. If you are using 0.23.5 version of KSP then you are using the wrong version of Infernal Robotics. In the newest update (the 0.14-tentative) I removed the "Hide GUI" . In other words you must be using an older version which may explain why it's not working. Now if you are using the KSP 0.23 and version 0.12 of Infernal Robotics then I would need to see a new output_log.txt file BUT you have to do these steps. After loading a craft with Infernal Robotic parts on it. Open output_log.txt delete ALL the text and save the empty file. THEN go launch the craft, wait for the scene to load. Once that is done. I want that copy of the output_log.txt I don't need to see a million null references caused by a different plugin. I need to see what IR is doing. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Im looking into the positions not saving and screwing up. I got the new rewrite working and it has the same position issue. I'll be fixing it hopefully tomorrow. Thanks for finding the bug guys. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Are you using a clean install with just Infernal Robotics and the toolbar in the GameData directory (along with the stock install.) ? I would suggest giving that route. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
start with a command pot, go to utility parts, connect an adjustablerail to the side. Go to launch, when the < 0 > gui comes up. press < or > and one of those should make it move (I think it's "<") -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
It might be fine BUT I'm not officially saying it's fine to resume your game. I'd make a backup. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
I'm not so sure. Both Test and Test2 crafts do the very same thing in 0.22 -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
This appears to be a bug. Thanks for finding it! I'm working on the next update that will change some things. Maybe this will be resolved. Thanks for finding the bug. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
Now that I see the crafts here's the thing. One side is the "root" which is the part that doesn't move. This needs to be connected to the body FIRST before you can do anything else. THEN when you got it placed, you can ONLY place parts on the portion of the mesh that will do the actual moving. This is why your crafts don't operate correctly and this is where the orientation color you suggested comes into play. I have a new computer so I don't have Unity installed in order to repackage the graphics so it may take a day or two. I will however say that these models have been this way for some time, at least for me I get used to how the orientation should be and work around the confusion. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
sirkut replied to sirkut's topic in KSP1 Mod Releases
David H, I took a look and I don't believe that Infernal Robotics is the problem. Try a fresh install, install the mod and see if it loads. When I look at the logfile I'm seeing a _lot_ of other errors that are unrelated to IR. Final Frontier is spamming errors and I doubt that has an issue with anything. I would remove all mods and slowly add them back in and see what causes it to fail.