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ZodiusInfuser

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Everything posted by ZodiusInfuser

  1. Hi All, Just posting to say that I am aware of the 1.2 pre-release. I'm sure an updated version of IR will be made for it when Ziw and the other coders have time, but do not expect any updates to the Model Rework for now. I'm in my final week of PhD thesis writing, then have to prepare a paper and poster for a conference the in following weeks. Hoping to get back in to this mid-October but we'll see how things pan out. I have some plans of what I would like to finish up with the mod. -Zodius P.S. For those curious, here's the title of my thesis: "A Hybrid and Extendable Self-Reconfigurable Modular Robotic System". Currently at 140 pages, with about another 10 to go.
  2. What problem are you referring to? I have been out of the loop of IR code development for some time due to work commitments. That is exactly right. If you understand the rules KSP used for docking and undocking then it is possible to use docking ports on the end of IR parts just fine, but as a general rule it is not advised, especially for new players.
  3. Yes, the 1.1.2 rework pack is compatible with IR 2.0.5. Enjoy
  4. Not finalised the title yet, but it's about the creation of a novel self-reconfigurable modular robot. Have papers out about parts of it already (and a third is currently under review): http://naturalrobotics.group.shef.ac.uk/publications/2014-iros-parrott.pdf https://docs.google.com/file/d/0B1J2aqETnK52Y3ZhQ25UUFVfVGM/edit
  5. The reason the Movatrons were removed from the pack was because they do not work in the most recent versions of KSP. As such, there is no point in trying to find an old download with them in to copy them over. One day I will get around the fixing them, but currently I have 8 weeks left to submit my PhD thesis so, you know, priorities
  6. KSP 1.1 changed how wheels work, causing the IR wheels to break. I currently don't have time to work on a fix for them so for now they have been removed from the downloads.
  7. Oh right, I missed the bit about "at some point". Yes, eventually it will be on CKAN like the previous releases were, although those were added on there by someone else without my consent.
  8. 10 days ago: http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-v02-pre-release-beta/&page=80#comment-2564645
  9. Hi Dr Jet, I appreciate the effort that you went in to convert the textures to DDS and reorganise the parts; however, as Ziw said, you should have really contacted me first. There is a reason the parts are set up the way, and by releasing an alternative you're introducing complications for anyone who downloads any future versions of the mod that I release. Now I cannot do anything to stop people downloading your version, but I would encourage people not to and instead go for the version Ziw posted: http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-v02-pre-release-beta/&do=findComment&comment=2564645 On an unrelated topic, I do see every post people make here, but due to my current workload (I have 4 months left to complete my PhD in Robotics) I don't have time to reply. So, thank you to everyone who has been active here and responding to comments and user issues in my absence! It means a lot! -Zodius
  10. Heavier robotics parts do tend to offer better strength, yes. Most have similar masses though, so in that case the decision comes down to what design looks best for your setup.
  11. They have different shapes depending on your needs. For instance Adaptrons have adapt from a larger to a smaller attachment node size, without you needing an extra part.
  12. Fun fact, fuel lines act like weak struts, so can actually be used to remove some wobble on your robotics contraptions. Not sure if that is still true in 1.1.2 though. They certainly look cool!
  13. The best way to do this would be with the new state machine logic for the IR Sequencer.
  14. Thank you. Having someone on the team who thinks about how such changes can impact certain mods is greatly appreciated!
  15. Hi Guys, Anyone looked in to how to turn off the wheel autostrutting that was added to 1.1.1? 1.1.2 changelog suggests this is now more configurable so I am hoping that means it can be disabled completely. We've had our first bug-report for Infernal Robotics that was caused by these autostruts preventing a joint from rotating, stopping the turret on a tank from turning purely because it was the most massive part. I imagine more such reports won't be far behind unless we can add an MM config to turn them off if a player has IR installed. Thanks -Zodius
  16. OK, had our first user bug-report about Infernal Robotics parts not being able to move because of these autostruts (because they attached to the largest part of the vessel rather than the root part). How do we turn them off for all wheels?
  17. Well glad that is sorted for you, but it's not great for us that Squad added this to the game. It seems like a bad workaround for a bigger underlying problem.
  18. Could it be the new invisible struts 1.1.1 adds between wheels and the largest part of the vessel? If you are using 1.1.1/2 try removing the wheels and see if the problem still occurs.
  19. Glad to hear this is a thing: * Made wheel autostrutting more configurable. Any details of how we can do this?
  20. This change worries me: * Added auto-struts to every wheel, similar to fairing payload struts. They attach to the most massive part on the vessel. This prevents wheel suspensions from becoming unstable when the wheel is attached to a weaker part. (Attaching legs to pylons no longer causes vessels to bounce and/or break dance.) Any way to turn it off? This sounds like it will prevent deployable rovers that use Infernal Robotics from being a thing again, since the robotics parts will be fighting this invisible strut whenever you try to move them.
  21. No, that is intentional as it reduces the download size of each beta since they are coming out quite regularly. The parts can be found in a separate download link in the OP iirc.
  22. In addition to comments on how the new IR works, feel free to give feedback on the UI style I went for. I'm more of an engineer than an artist, but tried my best to come up with a style that fit what we needed but was not too far away from that of KSP.
  23. Essentially, yes. Basically IR does not like it's parts being placed backward relative to the root node. When you dock two craft together one of those two root nodes gets selected as the new root for the combined craft. If this is the one on the other side of the docking port relative to the IR part then bad things will happen when you try and rotate that part. Some players have had success following the rules in this thread to ensure that the root node remains the one on the correct side of the IR part, but it's a bit long winded, hence us just advising not to use docking ports at all: http://forum.kerbalspaceprogram.com/index.php?/topic/72037-docking-and-vessel-type-rules-0235/
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