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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2


sirkut

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I don't suppose anyone has found a way to transform an IVA view have they?

Right now if you put a part with an IVA view on the "non root" side of an IR servo, the part will move but the IVA view remains fixed in place. Which looks a bit funny when your cockpit literally moves off without you!

I don't know if this is somehow related to the very old, very often reported and very silly "kerbal occupied part becomes frame of reference of navball even when "control from here" has not been set on that part, and EVEN WHEN IT IS NOT A COMMAND PART. (Edit: it isn't)


 

 

Edited by allmhuran
Confirmed that this is not related to switch of control point
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12 hours ago, Ziw said:

Please try using Zodius reworked parts (linked multiple times here), they are reported to be a bit less wonky. Also you may want to scale up some parts, because original ones are not designed to hold such weights.

Yeah I had the rotatrons scaled way up.  telescopic pistons won't scale up past 100%, but I'm not using the rework - CKAN apparently does not install those, so I will uninstall IR from CKAN and install the rework manually and try it there.  thanks!

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1 minute ago, ss8913 said:

Yeah I had the rotatrons scaled way up.  telescopic pistons won't scale up past 100%, but I'm not using the rework - CKAN apparently does not install those, so I will uninstall IR from CKAN and install the rework manually and try it there.  thanks!

You can scale up the parts manually  by creating a copy and editing the part.cfg (you need to edit the scale factor)

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So, i was thinking about the wobble issue... I know the problem is inherent to the way movable parts work in KSP.
but i was wondering if there would be a way to "lock" a joint;. as in change it from a moving object to a non-moving one in order to stiffen the joint.

if the part is no-longer considered a "moving" joint, then perhaps it would be rigid. if you could toggle that property though a drop down menu or menu bar, then one could make movable joints that retain structure when they're not being used. (you could make a VTOL craft that shuts down its engines before rotating...)

 

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3 hours ago, Rushligh said:

So, i was thinking about the wobble issue... I know the problem is inherent to the way movable parts work in KSP.
but i was wondering if there would be a way to "lock" a joint;. as in change it from a moving object to a non-moving one in order to stiffen the joint.

if the part is no-longer considered a "moving" joint, then perhaps it would be rigid. if you could toggle that property though a drop down menu or menu bar, then one could make movable joints that retain structure when they're not being used. (you could make a VTOL craft that shuts down its engines before rotating...)

 

emm, the Lock Servo option should work exactly as you described, you can even put it on the action group.

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1 hour ago, Rushligh said:

oh. so if i locked a hinge it could hold a thrusting jet engine without bending?

it theory yes, implementation might be lacking, so I would appreciate your help in testing it out. I have some ideas as where to look at in the code already, all I need is some time to tinker with it, which I am lacking at the moment.

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KSP 1.0.5 32-bit (IR v0.21.4), Win7 64-bit, 12 GB RAM.

I'm getting the following errors in the log file:

Line 6804: Texture load error in 'D:\Program Files\Games\Steam\SteamApps\common\Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Legacy\dockingwasher_free\washer.dds'
Line 6812: Texture load error in 'D:\Program Files\Games\Steam\SteamApps\common\Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Legacy\dockingwasher_free\washer1.dds'
Line 6820: Texture load error in 'D:\Program Files\Games\Steam\SteamApps\common\Kerbal Space Program\GameData\MagicSmokeIndustries\Parts\Legacy\dockingwasher_free\washernorm.dds'

Are these of any concern?  Just a bad install?  I haven't used these parts on a vessel yet but I don't want it to become a problem when I do.  Full log here.

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Yay what an amazing mod really !!!

Just asking, passing by...

I built a gigantic unfolding crane-truck with IR to test base building next to the KSC. This is an 94 IR part mechanical monster with sub-sub-sub-sub-sub-tree parts...

But the servo configurations I prepare in the SPH aren't kept as they were set up in SPH/VAB when I spawn on lauchpad, meaning I need to reconfigurate everything all the time. It's killing me.

Near half my counter-rotating parts (in yellow) do stay yellow when I happen to try them on the launch pad, while some normal parts (white) do turn yellow even though I didn't even touched their setup.

Exemple : Even when I invert only one or two parts like the rotatrons of an IR based wheels system to have my wheels spinning the same direction... POUF on launch pad ; two go forward and two go backward in a crossing way. :(

 

Does it have to do with some symmetrical reatribution between the game 3Dsim-physics and the editor ? Or am I just missing some beginner building rules of the game ?

 

PS : keep up the wonderbustingful work you do !!! It's really the best mod I enjoyed so far ! (with UKS) 

See you in space ;)

Edited by natoki
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7 hours ago, natoki said:

Yay what an amazing mod really !!!

Just asking, passing by...

I built a gigantic unfolding crane-truck with IR to test base building next to the KSC. This is an 94 IR part mechanical monster with sub-sub-sub-sub-sub-tree parts...

But the servo configurations I prepare in the SPH aren't kept as they were set up in SPH/VAB when I spawn on lauchpad, meaning I need to reconfigurate everything all the time. It's killing me.

Near half my counter-rotating parts (in yellow) do stay yellow when I happen to try them on the launch pad, while some normal parts (white) do turn yellow even though I didn't even touched their setup.

Exemple : Even when I invert only one or two parts like the rotatrons of an IR based wheels system to have my wheels spinning the same direction... POUF on launch pad ; two go forward and two go backward in a crossing way. :(

 

Does it have to do with some symmetrical reatribution between the game 3Dsim-physics and the editor ? Or am I just missing some beginner building rules of the game ?

 

PS : keep up the wonderbustingful work you do !!! It's really the best mod I enjoyed so far ! (with UKS) 

See you in space ;)

This is strange, so you're saying that some parts set to be inverted in editor are not inverted when you launch? Maybe post two pictures of your craft with IR window open from SPH/VAB and on the launchpad/runway so I can better understand what is happening?

P.S. And welcome to the forums!

Edited by Ziw
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Here we go

here is the beast, folded in SPH editor :

Spoiler

screenshot0.jpg

Here it goes unfolded in SPH editor with the parts that give me reconfig problems in game :

Spoiler

screenshot1.jpg

On the launchpad, unfolded with gantry rail inversion after unfold

Spoiler

screenshot3.jpg

On the launchpad, unfolded with gantry rail directional correction

Spoiler

screenshot4.jpg

 

Here goes the exemple with the wheels steering inversion.

in SPH editor :

Spoiler

screenshot2.jpg

And here on launchpad with steering inverted (and I confirm it using key configuration to add left turn to "d" and right to "a". it was really inverted)

Spoiler

screenshot5.jpg

 

 

 

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Sorry for the double post and the bad english, I'm a swiss guy (so you know german and french already take lot of place in my lil' cheesybrain)

Here a more explicite exemple I just discovered with wheel traction made with IR.

my rover/truck thingy in SPH editor :

Spoiler

editor.jpg

On the launch pad with inverted traction:

Spoiler

LP_no_corrected.jpg

On the launchpad, corrected to go forward :

Spoiler

LP_corrected.jpg

It seems there is some kind of horizontally inverted symmetry reattributions between SPH and launchpad.

That's no big deal with lil' rover like this one but reconfigurate EVERYTHING on things like the crane posted above becomes quite annoying and time nom-nom-ing !

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5 minutes ago, Ziw said:

There is a problem with symmetry in legacy Hinges. Please try this part pack from Zoduis - [WIP] MSI's Infernal Robotics - Model Rework (v02 Pre-Release Beta)

His pack does not have Gantries, but it has some very nice and sturdy parts.

thanks you very much for the quick answer and the work around proposal you're quite the high quality dev ;)

About this model rework : Is this 1.0.5 friendly ? and if it is, do I have to add it on top of IR or erase IR manually to replace it with the rework (to save RAM on double items compiling) ?

 

Thanks again for offering us this gigantic world of possibilities and so much help when we struggle our ways through it :D

 

Have a nice eastern week, here have a chocolate astronaut :)

Spoiler

spaceman.jpg

 

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19 minutes ago, natoki said:

thanks you very much for the quick answer and the work around proposal you're quite the high quality dev ;)

About this model rework : Is this 1.0.5 friendly ? and if it is, do I have to add it on top of IR or erase IR manually to replace it with the rework (to save RAM on double items compiling) ?

 

Thanks again for offering us this gigantic world of possibilities and so much help when we struggle our ways through it :D

 

Have a nice eastern week, here have a chocolate astronaut :)

  Reveal hidden contents

spaceman.jpg

 

There is a link to the latest beta in the first post of his thread and it works perfectly fine in 1.0.5

There are some nice wheels, even very big ones as well somewhere in his pack.

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Minor suggestion and easy to implement - would you consider adding thermal mass modifiers to IR parts? Their low native mass means low native heat capacity, which makes them prone to overheating.

Relevant attributes are these:

    thermalMassModifier = // eg 10
    skinThermalMassModifier = // eg 10
 

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On 3/26/2016 at 2:44 AM, allmhuran said:

Minor suggestion and easy to implement - would you consider adding thermal mass modifiers to IR parts? Their low native mass means low native heat capacity, which makes them prone to overheating.

Relevant attributes are these:

    thermalMassModifier = // eg 10
    skinThermalMassModifier = // eg 10
 

Is adding them via module manager config possible?

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I haven't tried, but I expect so. It would be nice if everyone with the mod had the upped heat capacity though. You know, for.... reasons :P

PS: Here's  your mod doing some stuff. Not just mech stuff. But mostly mech stuff.
 


 

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On 3/9/2016 at 11:06 PM, Ziw said:

it theory yes, implementation might be lacking, so I would appreciate your help in testing it out. I have some ideas as where to look at in the code already, all I need is some time to tinker with it, which I am lacking at the moment.

If you make it and post a link, or show me how to make it, i can test it. i literally have multiple installs for testing KSP mods and parts.

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Just as a heads-up: I've made both IR and IR Sequencer work in 1.1 pre-release, but I want to redo all the UI to new system while I'm at it and this will take some time.

If you want me to release IR and Sequencer as is, I can do it, although UI looks a bit weird (at least on my mac) - all blurry and a little bit off due to different font in KSP and I do not plan to fix old UI code.

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7 minutes ago, Btsimmons2 said:

Would it include everything from the rework pack or whatever?  Cause I enjoy the things we can create with that!  So I certainly wouldn't say no to it!

The parts still work, except for wheels, so you would be able to use them all, be it Legacy or Rework.

Edited by Ziw
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5 hours ago, Ziw said:

Just as a heads-up: I've made both IR and IR Sequencer work in 1.1 pre-release, but I want to redo all the UI to new system while I'm at it and this will take some time.

If you want me to release IR and Sequencer as is, I can do it, although UI looks a bit weird (at least on my mac) - all blurry and a little bit off due to different font in KSP and I do not plan to fix old UI code.

Better take your time to redo it properly. Any "uncomplete" mod fopr KSP 1.1. might bring even more confusion what it works and what not.
Give folks from community to test stock game for a while too :)

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23 minutes ago, kcs123 said:

Better take your time to redo it properly. Any "uncomplete" mod fopr KSP 1.1. might bring even more confusion what it works and what not.
Give folks from community to test stock game for a while too :)

I'll put up beta version later today for everybody to test. Just avoid wheels as they are utterly broken

 

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