stryker2279 Posted November 23, 2015 Share Posted November 23, 2015 i have an idea, what if you made it possible to control infernal robotics from an rpm screen? Link to comment Share on other sites More sharing options...
DiamondBack973 Posted November 24, 2015 Share Posted November 24, 2015 [FONT=arial]Is IR compatible with 1.0.5?[/FONT] Link to comment Share on other sites More sharing options...
Jatwaa Posted November 24, 2015 Share Posted November 24, 2015 So far I have had no issues with it in 1.0.5 it has performed without issue. Link to comment Share on other sites More sharing options...
artwhaley Posted November 24, 2015 Share Posted November 24, 2015 The new IR API seems like it would make it very possible to write an RPM handler for interfacing. It's not trivial, but it shouldn't be stupid hard either... Link to comment Share on other sites More sharing options...
sirkut Posted December 1, 2015 Author Share Posted December 1, 2015 Recompiled version for 1.0.5 has been uploaded. Sorry for not posting sooner. Lots of craziness going on in life at the moment. Link to comment Share on other sites More sharing options...
RYU AZUKU99 Posted December 1, 2015 Share Posted December 1, 2015 YES! 1.0.5!!!!!!!!!!!! Link to comment Share on other sites More sharing options...
CompB Posted December 3, 2015 Share Posted December 3, 2015 updated through ckan to 0.21.4, and in ksp-avc it says it's built for version 1.02 (out of date). Link to comment Share on other sites More sharing options...
Xeiki Posted December 3, 2015 Share Posted December 3, 2015 (edited) On 14.10.2015, 23:21:56, WildLynx said: Note: ships on Kerbin, Mun and Minmus orbits are nearly unaffected by this effect. Big ship on was affected immediately after SOI, and after every load or switch over, unless you switch from other ship, and not from Tracking Station. First: Really nice ship you got there! Second, regarding IR and docking ports: I don't know if this applies to you, but I tested a tanker rover meant to refuel my Laythe SSTO, it has two docking ports of different sizes at the end of an IR arm. When I docked with my SSTO, and undocked, control switched to the SSTO. I changed to the tanker and everything was messed up (IR parts oriented the wrong way, controls not working right). Then I found a procedure that works: I docked the to craft, quicksaved. Then I rightclicked on the Rover Control Pod, and selected "Control from here", and undocked. Control stayed with the rover (I did not need to switch vessels). I quicksaved again, IR parts were looking fine so far. I tried the IR controls, and everything went bonkers (parts disconnected after jumping to a different position). So i reloaded my quicksave from after I undocked, but before I tried to move the IR parts (beware that both ships immediatly redocked upon loading, so I had to redo the control switch part, and drove the rover away witchout touching the IR controls. That seems to be important). When the docking ports were distanced enough so they would not redock, I quicksaved again. IR parts looked fine. I loaded my quicksave, and the controls worked fine, the IR parts were oriented the right way, and everything seemed to work. I don't know if that was pure luck, but the important bits seem to be: Remaining in control of the Vessel with IR parts upon undock, quicksaving and reloading, and only then trying to move the IR parts. I hope that helps, maybe someone else can try to verify this. Edited December 3, 2015 by Xeiki Link to comment Share on other sites More sharing options...
Engineering101 Posted December 8, 2015 Share Posted December 8, 2015 There seems to be a bug with "Closed Powered Hinge". When I try to place the hinge on planes etc with "mirror" symmetry mode, for some reason, the hinge is place as if it were in "radial" mode (upside down). Here's a picture below: http://postimg.org/image/6m22kwx3b/ As you can see, the symmetry mode is "mirror", yet the hinges are placed on back-to-front. Every other part doesn't do this, so I'm pretty sure its a bug. Link to comment Share on other sites More sharing options...
Ziw Posted December 8, 2015 Share Posted December 8, 2015 Hinge is a known issue, but unfortunately hard to fix as we lack the original model files. Please give Zoduis's Model Rework a try - he has a very nice collection of IR parts. Link to comment Share on other sites More sharing options...
Engineering101 Posted December 9, 2015 Share Posted December 9, 2015 5 hours ago, Ziw said: Hinge is a known issue, but unfortunately hard to fix as we lack the original model files. Please give Zoduis's Model Rework a try - he has a very nice collection of IR parts. Thanks! Link to comment Share on other sites More sharing options...
Tricky14 Posted December 10, 2015 Share Posted December 10, 2015 I'm new to IR. Where do I find the rover wheels used in the demo video? I can't seem to spot them. Link to comment Share on other sites More sharing options...
Mecripp Posted December 10, 2015 Share Posted December 10, 2015 9 minutes ago, Tricky14 said: I'm new to IR. Where do I find the rover wheels used in the demo video? I can't seem to spot them. Try here MSI's Infernal Robotics - Model Rework http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-28042015/ Link to comment Share on other sites More sharing options...
Tricky14 Posted December 10, 2015 Share Posted December 10, 2015 33 minutes ago, MeCripp said: Try here MSI's Infernal Robotics - Model Rework http://forum.kerbalspaceprogram.com/index.php?/topic/59359-wip-msis-infernal-robotics-model-rework-28042015/ Thanks! Link to comment Share on other sites More sharing options...
katateochi Posted December 12, 2015 Share Posted December 12, 2015 I've not used IR in a while and gotta say, I'm impressed with all the improvements that have been made since I last used it. Nice one @sirkut!! Got a couple questions; When I last used it you were able to adjust the speed of servos while in flight, was particularly useful in design-testing as you didn't need to keep going back to the editor to just make a small tweak to speed setting I can't seem to find how to do that now. It was also possible to set a part to "move center" and have it constantly try to move to it's resting position. So you could set it to always return to resting, and then override that with a control by afterwards it would automatically return to it's resting pos. Is it still possible to do that? Main Q: Is there any way to disable the acceleration. That's the one thing I really don't like (speaking as someone with a lot of experience driving forklifts, telehandlers etc). I've tried setting acceleration to 1, but even with the speed value jacked right up the movement is very slow. With the acceleration increased to get the right speed of movement then there is too much delay when you release the control. How can I get a more snappy response? But overall the improvements are really good (and that's just with the legacy parts, not tried the rework pack yet). The UI is MUCH nicer and so far I've not had any glitches at all. Link to comment Share on other sites More sharing options...
Ziw Posted December 12, 2015 Share Posted December 12, 2015 1 hour ago, katateochi said: I've not used IR in a while and gotta say, I'm impressed with all the improvements that have been made since I last used it. Nice one @sirkut!! Got a couple questions; When I last used it you were able to adjust the speed of servos while in flight, was particularly useful in design-testing as you didn't need to keep going back to the editor to just make a small tweak to speed setting I can't seem to find how to do that now. I suggest you watch the video in the OP with the new UI features, it will answer a lot of your questions. 1 hour ago, katateochi said: It was also possible to set a part to "move center" and have it constantly try to move to it's resting position. So you could set it to always return to resting, and then override that with a control by afterwards it would automatically return to it's resting pos. Is it still possible to do that? This behaviour has been changed as far as I understand what you mean, but you can try to replicate something like this with Action Groups or Sequencer Addon (see my signature). 1 hour ago, katateochi said: Main Q: Is there any way to disable the acceleration. That's the one thing I really don't like (speaking as someone with a lot of experience driving forklifts, telehandlers etc). I've tried setting acceleration to 1, but even with the speed value jacked right up the movement is very slow. With the acceleration increased to get the right speed of movement then there is too much delay when you release the control. How can I get a more snappy response? Set Acceleration to 100 or 1000 (or any other big number). You can type in values in the Advanced Settings (cog shaped icon). 1 hour ago, katateochi said: But overall the improvements are really good (and that's just with the legacy parts, not tried the rework pack yet). The UI is MUCH nicer and so far I've not had any glitches at all. You should really use Reworked parts, they are so much better, and there is a beta release for 1.0.5 Link to comment Share on other sites More sharing options...
katateochi Posted December 12, 2015 Share Posted December 12, 2015 28 minutes ago, Ziw said: *snip Set Acceleration to 100 or 1000 (or any other big number). You can type in values in the Advanced Settings (cog shaped icon). That's got it exactly! Thanks! And thanks for your other tips, I'd completely missed the bit about adjusting speed settings in flight, doh. I'll definitely get both the sequencer and the reworked parts (I just wanted to try it with the familiar legacy parts first). I officially retract any issues that I had, it's ALL good now! Link to comment Share on other sites More sharing options...
LayTzz_swe Posted December 13, 2015 Share Posted December 13, 2015 is there any chances the docking port bug will be fixed? Link to comment Share on other sites More sharing options...
kcs123 Posted December 13, 2015 Share Posted December 13, 2015 Actually you can use docking port up to some limitations. For example, docking ports on some pistons/hinges can be used for safe satellite deploy/recovery from plane cargo bay. However, avoid to assembly big space station with docking ports attached directly to IR parts. Docking port bug mostly occur if you dock, for example two identical crafts to each other, left them docked and switch scene to KSC or tracking station. For rendezvous/resupply missions, you might have better luck with KAS. I didn't have issues with space probes attached to dock ports on IR parts. I left such craft in space, switched scene, reloaded game, redocked probe and recovered successfully up to landing on runway. However, use it on your own risk, avoid complex crafts and don't use such combination if you plan to leave craft unattended for a while in space. Fact that I didn't have problems with it does not mean that bug does not exist. I hope that there will be much better tools to solve this bug once KSP is based on Unity 5 game engine. Until then we have to wait patiently for both, SQUAD and modding community to provide solution. Link to comment Share on other sites More sharing options...
Techpro1011 Posted December 15, 2015 Share Posted December 15, 2015 So can I save servo groups? It's really a pain to set these up every time.. Link to comment Share on other sites More sharing options...
Ziw Posted December 15, 2015 Share Posted December 15, 2015 10 hours ago, Techpro1011 said: So can I save servo groups? It's really a pain to set these up every time.. What do you mean by everytime? Every time you switch to a craft or ...? Link to comment Share on other sites More sharing options...
mjl1966 Posted December 19, 2015 Share Posted December 19, 2015 (edited) Discovered you have to activate the control icon in the add-on toolbar. Edited December 19, 2015 by mjl1966 figured it out. Link to comment Share on other sites More sharing options...
giga Posted December 19, 2015 Share Posted December 19, 2015 Umm well i have a problem with the rework parts pack so the problem is i only can see the utility parts not like the core or the expansion and i have installed the latest version of the Infernal robotics so please help Link to comment Share on other sites More sharing options...
Ziw Posted December 20, 2015 Share Posted December 20, 2015 (edited) 18 hours ago, giga said: Umm well i have a problem with the rework parts pack so the problem is i only can see the utility parts not like the core or the expansion and i have installed the latest version of the Infernal robotics so please help There is a pre-release in the model rework forum thread, but I dont have the link right now. It works pretty well and has most of the parts in it Edited December 20, 2015 by Ziw Link to comment Share on other sites More sharing options...
giga Posted December 20, 2015 Share Posted December 20, 2015 3 hours ago, Ziw said: There is a pre-release in the model rework forum thread, but I dont have the link right now. It works pretty well and has most of the parts in it Ok so i have installed the v 02 beta and it works fine now thx Link to comment Share on other sites More sharing options...
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