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Everything posted by ZodiusInfuser
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
NP . Keep the CKAN version and install those other files over the top. It's just a parts pack so won't replace any of the core things of IR. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
0.21.4 is the latest version... of the Infernal Robotics plugin. Those parts are a separate mod called the IR Model Rework, which doesn't have a 1.0.5 compatible version on CKAN yet because it's still in a pre-release form (v02 Beta). -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Hi Spanner! It's been a while. I remember your parts :). As far as I'm aware that tutorial for IR is still valid, as there's not a whole lot that needs to be done on the Unity side for part orientations. You may wish to look at the models and configs of my Extendatron parts to see if anything with pistons changed. Of course it's hard for me to say since the IR coders usually try to work around keeping my parts compatible. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
There's no way to move the structural parts to the Robotics tab via a config. That tab is created in code to group all robotics parts together (so those that use the infernal robotics plugin). There's no way to force a non-robotic part to appear in it. -
1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-v02-pre-release-beta/ Follow the link at the top of the thread to the latest pre-release that's compatible with 1.0.5. Enjoy -
I have honestly never tried, but I suspect you problem is the NASA Klaw. When you use that the ship and asteroid become the same vessel. Graspers only connect between different vessels. You could try using the RoboStrut Grapplers to achieve similar stablisation, since they can be triggered without a Kerbal. Do you see the Robotics tab? If not then double check your install of Infernal Robotics, as that's where all actuating parts appear.
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So cool!
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No, that setup should cause problems because when they dock together one of those roots will become the new root of the craft and the other just a part. This means that one of the IR parts will be on backwards relative to the new root. The best you can do is. root part -> some fuel_tanks -> IR part ->dock port connected to dock_port <- fueltank <- root part . As long as the left root part is on the larger of the two craft things will behave fine.
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Docking is still an issue yes. The problem stems from KSP changing the craft hierarchy whenever it docks and undocks craft, causing IR parts to suddenly be placed on backwards relative to the new root part. The easiest thing to do is make sure you never have any IR parts between your docking port and the root node of any craft. That way the hierarchy changes will never affect those parts. Alternatively, if you're willing to learn the rules surrounding docking and undocking you can do some pretty amazing stuff! http://www.twitch.tv/dasvaldez/v/29085765
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Hi mcortez, Great to hear you want to do a new playthrough with this mod (hopefully one day I'll have time too). Regarding your questions: 1) Yes that is the latest version, although I did release a separate part that you may also wish to bundle in (http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-v02-pre-release-beta/&do=findComment&comment=2333081). I would also recommend you download Kerbal Attachment System if you want the magnet and grasper to function, and it givers you winches too! Also TweakScale (if you don't want Tweakscale to scale stock parts you can delete its Patches folder). 2) That is correct, install the latest IR release first then add this mod on top. I believe IR is on CKAN but to be safe I would download it directly. The model rework beta isn't on CKAN though (or at least it shouldn't be). Also you may wish to download the IR Sequencer addon (http://forum.kerbalspaceprogram.com/index.php?/topic/104547-105-ir-sequencer-v06-add-on-to-infernal-robotics-updated-29122015/) that lets you do basic programming of robotics parts rather than dealing with KOS. If you're only wanting the robotics parts from this mod you can go in to MagicSmokeIndustries/Parts and delete the Legacy folder, although a few of the parts haven't got reworked replacements yet. 3) Crashes are very uncommon with Infernal Robotics so I would say a 8. Its more likely that things will explode because you've connected them up in strange ways. In terms of the Model Rework beta the only thing that's kinda dodgy at the moment is the Robostrut Grappler part as that create dynamic joints and can sometimes produce errors. I hope that answers your questions. Any more feel free to ask
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
No, but if you have 30 minutes to spare, I recommend you watch this Twitch stream highlight: http://www.twitch.tv/dasvaldez/v/29085765 It shows the one situation I know of where docking ports and IR work well together. -
It's purpose is to help make rotating axles and spinning mid-sections for probes, not stations, so it's absolutely fine for its purpose. Eventually I will do station sized parts, but for now if you want a bearing, look at the parts in this old thread: http://forum.kerbalspaceprogram.com/index.php?/topic/76355-wip-magic-smoke-industries-station-parts-infernal-robotics-required/
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Thanks for the heads up. I'm not familiar with that mod. Regardless I still maintain that theses are not issues I should be providing support for, unless it can be proven that the way I organise my parts causes it in some way. I realise my method of texture sharing isn't the norm but while KSP supports it I see no reason to change it.
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I think you missed the point of what I was saying. That hinge is a Legacy part and therefore not from this mod, the Model Rework. Your best bet is to download the latest rework (https://www.cubbyusercontent.com/pli/IR%20Model%20Rework%20-%20v02%20Pre-Release%20Beta.zip/_0f575063a6e64e46b951a31b6978519e) and use the hinges it includes instead as they do not have this problem. The reason that hinge has a problem is because its orientation is incorrect for symmetry and unfortunately cannot be fixed because the original model files were lost. The rotate buttons were removed a while a go as they caused issues with the newer parts that were oriented correctly.
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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
My best suggestion would be to watch Das‘ The Martian stream. He did a very good Pathfinder that you could take a fair few ideas from. Sorry, not really encountered that before. It could be a symmetry issue, so maybe placing the parts individually will resolve it. Personally I am not bothered about the muting of the sound. In terms of other features, having group acceleration exposed in-flight would be nice since we can already adjust the speed. Having uncontrolled parts positionable in-editor would be nice. As for other things, will have to give it some thought, been a while since I've just played with the mod. -
If you set spring values other than the default then that means that if you apply a force to the piston it will likely go outside its 0 to 2.1m range. This is why there's no free moving piston as there's no force to keep it within range or even at the position you request. If you're curious I would suggest you have a play around with the piston CFG (the variables to change are at the bottom of the files). There may be a set of values that works well for your situation, but I doubt it will work for all. I'd love to hear your findings though. Cool, one I get the part set up I'll be in touch
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1: You can play about with the spring forces on the extendatron but that will prevent limits from working (OK for rotational parts but bad for pistons). You certainly cannot add the landing gear code and expect it to work. 2. Only when Squad add the ability to their wheels in 1.1 (if indeed they are)