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Everything posted by ZodiusInfuser
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That was the idea, as when the part separates you hear an explosion sound I'll be looking at writing the technical bits of the descriptions over the next few days, but could do with community suggestions for the starting bits. There's only so many times I can use "Introducing...", which is all my mind seems to be able to come up with. I'm not after unique descriptions for each part, but rather the various ranges i.e pivotrons, rotatrons, extendatrons, foldatrons. Some parts like the wheels and utilities could probably do with their own though.
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[1.3.0] Mobile Frame System [MFS] (v0.3.3) [29.05.2017]
ZodiusInfuser replied to riocrokite's topic in KSP1 Mod Releases
Sure thing Btw, Kottabos just did a modlight on this: Really hope he does the next Infernal Robotics version when it gets officially released. -
There currently isn't. I've made a note of it for when ActiveStruts supports resumes though.-------------------------------------------------- In a way yes. Those are quite basic though (because how much can you really say about structural parts?). Essentially, yes. I just can't think of enough varied ways at the moment to do that. Things along the line of these (with a bit more quirkiness possibly): Introducing the RoboStrut, a specialised strut for holding parts of a spacecraft together. Made in collaboration with Kerlington Model Rockets and Paper Products Inc, this strut includes clever computation & control circuitry (C4) that allows it to decouple its two ends on-demand, making it ideal for holding robotic parts in place during launch. This is the larger Pro version. Problems making RoboTruss and RoboTube products fit together nicely? Well no more with MSI's new RoboDapters! This adapter bridges from 0.625m parts to the RoboTruss Pro's octagonal profile. You can either send me a PM or add a comment onto this Github issue, or post here when my inbox inevitably gets filled up again
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From what's been explained to me from the plugin guys this is a limitation of the mod that may not be solvable, so yes it should affect all robotics parts. Thanks that would be very much appreciated. Even just starting points I can then fill out with important behaviour details would be good. From what I understand of FSMeshSwitch, it just switches the mesh of a part. For it to be usable to remove the variants it would need to be able to switch multiple meshes at the same time (not sure if it can) and more importantly change the position of attachment nodes and where surface attachment applies from. The former would probably be easy for FS to implement, but I have no idea about the latter, especially if the part is already surface attached (where do you reposition it to?). Its certainly a nice idea, and maybe one day it can be done but for now variants is the best way to handle this. I've been going on the info sirkut gave me a while ago which was that there's hardly any options to tweak the strength of the joint between the IR parts. Even if that could be improved it may actually be the joints between adjacent parts that are the cause of excessive wobble (the ones KSP creates) and they may not be fixable without KJR.
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Quick question, would anyone be interested in helping me come up with descriptions for all of my robotics parts? I believe the structural parts have them, but everything else says WIP. I'd like to do more than just describe the function of the parts, but instead add the kind of quirks you see on stock part descriptions. Also, I still have these questions without responces: Should I re-introduce the open Basic and Flat hinge variants? They were removed because its easy to recreate them using the new editor features, however when you grab them to place them somewhere else their angle gets reset. Some players have said this gets quite annoying, and I don't think there's a plugin solution on the horison any time soon. It's been pointed out to me that the mass of robotic parts greatly affects the strength of their connections. As such, for the next update I'd like to do a complete re-balance of all the part masses in this pack, but I could really use community advice on how to change things. If anyone could play around and offer suggestions of what to change it would be greatly appreciated. Thanks
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It looks to me that you're trying to put a part onto the trusses in symmetry mode when you don't have the truss in symmetry. Usually KSP should realise this and disable symmetry but sometimes it doesn't. Basically I'm blaming KSP for this , as my structural parts are just that, structural, no fancy plugin driving them to produce this behaviour.
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I think I know what you're describing and from what I've experienced that's a KSP bug that also occurs on stock trusses sometimes. Usually you have to disable symmetry and enable it again. Do you have pictures? Edit: Or its just the way the geometry is designed. KSP doesn't actually mirror any parts, but instead rotates them 180 degrees. I didn't know this before I created that set.
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Thanks for letting me know about these. I have a few options in Unity to adjust the strength of the suspension of wheels, but that's it. I may consider switching from the stock module for this to the Kerbal Foundries mod as that would let the suspension be user-adjustable to cater to your payload and intended ride-height. As for the breaking, I suspect my break thresholds are too low. Do you happen to know what mod those other parts are from and could you possibly send me a craft file? The moving despite being broken is because there's no damaged model of the wheel yet (I honestly don't know how I'd model such a thing). -------------------------------------------------- This is entirely possible with IR. There's no single command, but by using the presets system you can get the wheels facing forward in no time. Using that example, set each wheel to have -60, 0 and +60 as their presets. Then do either of these two things: Have your wheels all in one group and expand it in the Servo Control window. Switch to Preset Mode, and use the individual next/prev preset buttons to turn your wheels to the correct orientation. Have all your wheels in one group as before. Lock the two wheels that shouldn't turn. Invert axis on two of the wheels that should. Use the group next/prev buttons to turn all the wheels at once. Then unlock your wheels and turn off invert axis. In both of these cases you end up with your drawing on the right, and can then use the normal group move arrows to have all of the wheels turn in the same direction. Here's an image of the second method in action: There'll also be an even better way to do this in the future too, by redefining what angle the Center command returns the part to. This would allow you to get that arrangement by just pressing the Move to Center button, which currently would put the craft back into the arrangement in your lefthand drawing. Could you add a comment onto this github entry about structural parts so I remember to look at the idea when I revisit those parts? https://github.com/MagicSmokeIndustries/IR-ModelRework/issues/6
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To elaborate on this. Yes the mod is being handed over to us by Marce, but we are not currently in a position to implement bug fixes or offer support. For now treat this mod as abandoned until such time as the Infernal Robotics team is able to focus on bringing ActiveStruts back in a way that suits the needs of the rework project. Thanks -Zodius
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There's no errors in the log related to Infernal Robotics directly, but there are a fair number of NullReferenceExceptions that mention clouds. Not sure how that would be the cause, but I'd suggest you try to see if they still appear without IR. If so they whatever mod is causing it could be the problem.
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No worries. I guess the main take-home message is, yes IR will be picking up support of the ActiveStruts mod (at least the bits that are applicable to IR), but there is currently no time-frame for this. The version that is included in the Utility Pack is stable enough if you connect it without using free-attach, so it will remain in the download. For now lets get back to talking about the Model Rework. I've still not seen people playing about with the new wheels yet
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Hi MordinUK, This isn't really the place to be asking for help with the ActiveStruts mod unless it relates directly to the variants that are included within the Model Rework. The autostrut doesn't have a rework variant so I have no knowledge of how it works to begin advising you on what the problem is. Sorry. At this time you should treat anything from the ActiveStruts mod that's not in this pack as being abandoned until such time as we are able to pick it up again.
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Indeed it does. Any joints that were triggered to move before the wait will have to finish before the sequence will advance to the next instruction. We may change the name to clarify this. This is completely separate to KOS, but it makes use of the same in-development API for robotics parts that KOS will eventually get support for.
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Adding to that, as a last resort you could always go into the .cfg of each robotics part and change their category from none to Utility. This will add them to the utilities tab but the result will be messy (the parts will be mixed between all of the others rather than together in a group). The relevant files to do this are located in sub-folders in: Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Rework_Core\Probe\Robotic Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Rework_Expansion\Probe\Robotic Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Rework_Utility\Probe\Wheels
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Do you have a Robotics Parts tab underneath the Science one in the editor, like so? If not then you'll need to install the latest version of the Infernal Robotics Plugin Rework too: http://forum.kerbalspaceprogram.com/threads/114014-WIP-MSI-s-Infernal-Robotics-Plugin-Rework-%28Updated-05-04-2015%29 I do mention it in the OP and on KerbalStuff, but maybe its not obvious enough?
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I've just done a test and if you enable it then you can do free-attach in editor, which WILL leave cubes behind. I suspect the flag was meant to disable the function entirely but only does the editor half. Unfortunately not much I can do until the mod is actively being worked on again. For now just enjoy all the other parts the Model Rework has to offer. Would love to see screenshots of peoples creations, especially with the new wheels!
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Indeed, it will be the FreeAttach function that creates the cubes from what I remember from the development of ActiveStruts. Are you using this function in-editor or in-flight? If it's the former then it's likely that "EnableFreeAttach" in Kerbal Space Program\GameData\CIT\ActiveStruts\Plugins\ActiveStruts.cfg is set to True, and you should probably change it back to False. ------------------------------------------------------- I believe we're using Configurable joints which is the former, as that gives us the ability to change the angle of the joint dynamically. I could be wrong on this though, as I don't really deal with that stuff. I just provide the pretties After a few more iterations the plugin rework will be moved back over to the main Infernal Robotics release thread, so there's not much point me changing my sig
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Hi PCanas, 1) Only the parts from the Rework pack that contain the Robotics plugin will appear under the Robotics tab. All other things such as Struts, Magnet, and Surface Sampler appear under different tabs because they contain no robotic element. This is something the plugin deals with, meaning I cannot choose which parts go into the robotics tab. Maybe this will be changed in the future. 2) This is the behaviour of the Stock wheel code (normal wheels in KSP also do this), so there's nothing I can do about this (other than switch to using a mod). You're likely noticing this because the Hauler wheel has an unusually long travel distance for its size. -------------------------------------------------- There's are the actual sizes of the wheels: http://i.imgur.com/4hlVCOy.png You have to remember I made these for the specific purpose of integrating with various robotics applications, so if you can find me reference material for a really large wheel that would also make sense with robotics then I will consider it. Otherwise, I recommend you check out the wheels in Kerbal Foundries. You could call them RoboStruts since that's what they're labelled within KSP. If there isn't then it may be a case that the free-attach mode has to be disabled for the time being, meaning connections have to be created between two RoboStrut parts. -------------------------------------------------- From what I understand there really is nothing that can be done on the plugin side to adjust the strength of the joint within robotics parts, it's just what Unity gives us. The issue with lightening their masses is that people typically add heavy parts onto the end of robotics parts, so the problems they have with strength would be made even worse than it is now. Those are useful numbers, thank you. I'm pretty sure most players want the parts to respond well in a gravity-based environment, so that's really what I need to be balancing the part masses for. I'd rather not have to model a whole new set of parts just to offer a different set of strengths.
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Most definitely, but I think in the long run it will be worth it. Infernal Robotics really does need reusable struts for certain applications.-------------------------------------------------- I now have a github: https://github.com/MagicSmokeIndustries/IR_ModelRework/issues If you encounter any bugs that are specific to the Rework parts (that are not plugin related) please report them there. It can also be used for making part requests, but if you do I ask that you provide a reasoned description with concept art / reference material of the part you'd like to see added. Note that adding a request gives me no obligation to create it (I'm doing this mod as a hobby in my spare time after all), but it does mean I'm more likely to consider the idea or revisit it at a later stage in the mods development.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
I wasn't thinking of that. I was thinking more in terms of memory footprint. If I get more calls to add the parts back I will do.