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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2


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33 minutes ago, an3k said:

I had the same problem like you and replied to you before I saw that config change in the previous pages and also before @sdfghdfgjd replied. That tconfig change works well but it adds some wobble to your vehicle so I'd suggest using it only for testing purposes.

I think I got everything but I miss the wheels. Sorting by manufacturer would be awesome but MSI isn't even shown.

I have a clean install and extracted the whole IR-2.0.8-Final-Core.zip and then extracted just the Parts directory from IR-2.0.5-Final-Full.zip. Should I grab the Parts from 2.0.2 instead?

I do not think that it will make a difference. I believe that the parts are the same, but i might be mistaken. If the 2.0.5 parts dont work i would try the 2.0.2 and see if they work. 

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I have fixed my problem. I want to thank an3k and kcs123 for your help. I basically took all the mods out of my GameData folder and put in the IR 2.0.8 with the 2.0.5 parts in it. I tested it to make sure that it worked and it did. I then added my mods back two at a time. I did encounter however that the NearFutureElectrical would not load through when launching the game. It would freeze at the fissionreactors. I fixed this by removing the NearFutureElectical folder and will try to figure out what to do to fix it at a later date. I am running KSP 1.2 and can say that the docking washer standard is working with the above versions of the mod.

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@Ziw

Is it possible to modify IR like that ? :

There is two craft-wide modes of operation:

Safe and Active.

In Safe mode, all IR parts act as regular structural parts: They cannot move or rotate, module is disabled and replaced by regular Part module.

It fixes all the warp drift. Actually current IR parts drift a little even on Mun orbit.

On craft unload, IR switches to Safe mode automatically, all parts are saved as structural with all rotations saved as like they were rotated in the VAB/SPH.

To use IR, it needs to be manually switched to Active mode. It's a default mode in current IR.

Also, IR tracks time since last active part movement, and, when pre-set timeout is expired, it switches back to Safe mode. Default timeout should be about 60 seconds and configurable to any value (0 disables it - for continuous KOS use for example).

 

If we cannot beat stock bug, let's avoid it.

 

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25 minutes ago, WildLynx said:

@Ziw

Is it possible to modify IR like that ? :

There is two craft-wide modes of operation:

Safe and Active.

In Safe mode, all IR parts act as regular structural parts: They cannot move or rotate, module is disabled and replaced by regular Part module.

It fixes all the warp drift. Actually current IR parts drift a little even on Mun orbit.

On craft unload, IR switches to Safe mode automatically, all parts are saved as structural with all rotations saved as like they were rotated in the VAB/SPH.

To use IR, it needs to be manually switched to Active mode. It's a default mode in current IR.

Also, IR tracks time since last active part movement, and, when pre-set timeout is expired, it switches back to Safe mode. Default timeout should be about 60 seconds and configurable to any value (0 disables it - for continuous KOS use for example).

 

If we cannot beat stock bug, let's avoid it.

 

This is close to what I do to fix the timewarp bug, but it does not help much. To be precise, until vessel is off rails the IR joint is disabled and stock joints are in place. It seems to work for timewarping, so I'll try to go further, but I don't have much time now to tinker with the mod.

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[KSP 1.2.1]

I told earlier, that parts drift a little while in Kerbin / Mun / Minmus SOI.

Well, I lied.

I sent OSS3 to Eve, but it was still deep in Kerbin SOI.

Then I took side contract, and skipped some time via timewarp while managing new satellite. [it was moved to 20Mm obit, used high timewarp ... probably]

When I returned to OSS3 at about 15 minutes before SOI change, ... well ... it's looks very bad. Parts attached to IR parts shifted few meters, parts attached to them shifted a few meters more ... everything attached past hinges formed a part cloud.

Good thing I have a habit of making "Everything Good" control saves.

Probably, will revert to the point before OSS3 left parking orbit, and send a mission to remove all the modules with IR parts. Modular design rules.

P.S.

Looks like the further from Kerbin, the worse. Why parts care about global coordinates? All part's coordinates are relative to vessel's root ... or not?

Why Kerbin is special? Or just being deep in the gravity well is good for IR parts? Both OSS2 and OSS3 were orbiting Kerbin at 400x400 inc 0 orbit for some time, I used timewarp with little consequence ... may be it's low timewarp vs high timewarp? I used timewarp, but I was managing vessels in low Kerbin orbit, KSO at maximum ... so timewarp rate was limited ...

Edited by Guest
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Sorry if this is a noob Question guys but I couldn't find an FAQ - I've come to install Infernal Robotics for the first time.   I downloaded from the link provided on the first page of this thread , version 2.02 about 8.8mb.

I now have some new robotics parts in the utility section of the SPH/VAB, but there is no toolbar icon so i can't do anything with them.

Does the mod have any dependencies?  The download only has a Gamedata\MSI  folder,  but it looks like it needs 000Toolbar as well which i've tried deleting and re-downloading.

I just want a basic install so i can build an aircraft with a variable incidence wing, don't need masses of parts packs.

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11 hours ago, AeroGav said:

Sorry if this is a noob Question guys but I couldn't find an FAQ - I've come to install Infernal Robotics for the first time.   I downloaded from the link provided on the first page of this thread , version 2.02 about 8.8mb.

I now have some new robotics parts in the utility section of the SPH/VAB, but there is no toolbar icon so i can't do anything with them.

Does the mod have any dependencies?  The download only has a Gamedata\MSI  folder,  but it looks like it needs 000Toolbar as well which i've tried deleting and re-downloading.

I just want a basic install so i can build an aircraft with a variable incidence wing, don't need masses of parts packs.

First, you need to use KSP 1.2.1 or wait for a litle longer for another update.
I wrote some quick reminder for myself and other new members of proper install order. Just in few posts above that linked one you will find link for latest plugin release. For other stuff, follow links in Ziws signature. I would recommend to use new rework part pack instead of older legacy parts. Legacy parts might or might not work properly, those were not checked/updated for several KSP releases.

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Edit: I am using 2.0.8 in case that's the first solution:)

So i'm starting to incorporate more robotic joints and extending parts into my creations on career and i've come across a strange bug that i can't reproduce every time. 

In my newest craft i  have placed 3x 90 degree pivots to lower antenna and science packages outwards away from the craft. 

Works perfectly in VAB

Works perfectly on launchpad

Works on route to Mun

However when i finally get it in the proper orbit of the Mun i click the go to next setpoint for the pivots and they instantly invert and flip into the craft. All further commands to the pivots work but  they have flipped around 180 degrees and are now inside my craft. 

 

I thought it might have been the legacy parts so i got rid of them and re-made the craft with new parts only and it seemed to work properly for the next 5 launches but now i just launched another and i get the same problem.

I can revert flight, go back to VAB retest and it works fine, relaunch and everything functions normally. 

 

Has anyone else experienced this issue and how the hell do i fix this lol. 

Edited by Selrinn
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8 hours ago, Selrinn said:

Has anyone else experienced this issue and how the hell do i fix this lol. 

I have to admit that I didn't carefuly read everything, so it may be a case that I didn't understand it properly.
But, is it same thing as with described time warping bug reported in several posts before ? (check last 2-3 pages)

Have you try to makearound of time warping bug on flight scene, if that is a case ? Meaning, in flight, instead of time warping, switch to tracking station scene, do timewarp there and just before you need to excecute maneuver node switch back to flight scene.

With a bit of luck, it should prevent that joint drifting due to time warp.

Or it is entierly new bug, that IR parts swap orientation on SOI change. Have yet to try it in my playtrough to confirm/deny behaviour.

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1 hour ago, SpaceastronautX said:

The IR 2.0.8 with the infernal robotics does it work in KSP 1.2?

Yes. I didn't tried it in latest KSP 1.2.2. but it should work as it latest is not so mod breaking release as it was in past.

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so i noticed that the grappler strut isnt working, am i the only one or did i do something wrong, almost everything else is working fine for me, i can place it but cant right click on it, tried flight mode aswell. i am on 1.2.2 so ill wait for the next release ofcourse. just curious as a cat. also this mod is like wow... just wow

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Receiving the similarly mentioned bug about time warping as well.  Part points at seemingly a fixed origin angle afterwards.

Reproduction steps:

  1. Launch Craft
  2. Time Warp (not physics speedup)
  3. Move robotic part.

Workaround is go to tracking station before and time warp there.

 

I appreciate the hard work on this mod Ziw :)

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Im kind of feeling dumb about this, but I have read the last few pages and when installing you use 2.0.8 with 2.0.5 parts, but I tried that (using ksp 1.2.2) and the parts are there but they dont move, what have I done wrong? I also have KJR installed so will that affect the parts?

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42 minutes ago, SpaceBadger007 said:

Im kind of feeling dumb about this, but I have read the last few pages and when installing you use 2.0.8 with 2.0.5 parts, but I tried that (using ksp 1.2.2) and the parts are there but they dont move, what have I done wrong? I also have KJR installed so will that affect the parts?

I don't use IR currently but I think KJR need some tweak :

 

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Hi everyone, after posting in the wrong thread

Hello everyone. After posting in the wrong topic I try again.
Using IR for a test I encountered some problems.
Parts @pistons don't move right, like they do in editor.
I made a little vid to explain my problems.

IR-V: 2.0.2+Warp-Patch (couldn't find mentioned 2.0.5)
KSP: 1.2.2
Also using Kerbal Joint Reinforcement.

 Please watch and come up with an idea, thanks.

 

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