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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2


sirkut

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Hello thanks for this amazeing mod

Where would one find 2.0.3 though im being told by avc that im on 2.0.2 which i am but i cant seem to find 2.0.3.

Though this was last night ive just woke up and not been able to check again yet so it may have been uploaded to spacedock and for somemreason my phone dont like spacedock lol

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4 hours ago, Tenchikun said:

I have version 2.02 and this is the first time i'm using infernal robotics. Why are there only the legacy parts and none of the parts shown in the videos above? 

Parts in the video come from the parts pack by ZodiusInfuser, last link on my signature will lead you to the latest version. It is a WIP pack so some things might not work as you expected, but for a lot of us it works good.

1 hour ago, stk2008 said:

Hello thanks for this amazeing mod

Where would one find 2.0.3 though im being told by avc that im on 2.0.2 which i am but i cant seem to find 2.0.3.

Though this was last night ive just woke up and not been able to check again yet so it may have been uploaded to spacedock and for somemreason my phone dont like spacedock lol

It is not on spacedock, only github or Curse. I'm not sure @sirkut uploaded the 2.0.3 to Curse, I'll remind him again.

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12 hours ago, Tenchikun said:

I have version 2.02 and this is the first time i'm using infernal robotics. Why are there only the legacy parts and none of the parts shown in the videos above? 

I have the same thing except I'm using CKAN to get the whole thing together.

Can anyone help me and this fellow here?

EDIT: Sorry, Ziw, I forgot about your post that was right above mine.

Revised question: can I get this working on CKAN?

Edited by tobybug
An unforseen problem
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47 minutes ago, tobybug said:

I have the same thing except I'm using CKAN to get the whole thing together.

Can anyone help me and this fellow here?

EDIT: Sorry, Ziw, I forgot about your post that was right above mine.

Revised question: can I get this working on CKAN?

We do not handle our metadata on CKAN, but usually they are quite quick to pick up the updates. I suggest you poke them in CKAN thread.

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So no IR parts are showing up for me in the spawn menu. There is a category for them, but it doesn't contain anything. I am using IR v2.0.3 and KSP v1.1.2.1260. Screenshot was taken in Sandbox mode.

http://i.imgur.com/iFt1JiK.jpg

 

Just though I'd add that I just tried installing the IR legacy parts, and those parts do show up.

http://i.imgur.com/WgkWeCM.jpg

Edited by Bynnh0j
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26 minutes ago, Bynnh0j said:

So no IR parts are showing up for me in the spawn menu. There is a category for them, but it doesn't contain anything. I am using IR v2.0.3 and KSP v1.1.2.1260. Screenshot was taken in Sandbox mode.

http://i.imgur.com/iFt1JiK.jpg

 

Just though I'd add that I just tried installing the IR legacy parts, and those parts do show up.

http://i.imgur.com/WgkWeCM.jpg

What else did you expect? if you want more parts, check out recommended links in the OP and the last link on my signature.

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Hmm while building and testing a aircraft I'm making, it seems that the rotational limits I've set are inverted when testing the plane compared to the editor.

Could I get some help on why this is happening?

 

How it should be (in editor): 

What it actually became: 

 

 

It seems the limits I've set are still there, but either rotated by the limited amount or inverted.

 

 

 

Here is the craft file: https://www.dropbox.com/s/9vjo698aiaetp4r/A4RS.craft?dl=0

Tweakscale is needed(not used on IR parts though)

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@Auranapse

Tweakscale works fine with IR parts, don't be afraid to use it. Re: limits - can you check that servos remain inverted in flight (posiotion text in the UI should be yellow as well)

I'll check your craft once I get to KSP

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@Ziw Yea, seems that the do remain inverted, what's interesting though, is when I limit to what I tested ingame, they get swapped. Here's a more detailed video https://vid.me/iUWe

 

Originally wing rotation limits we -70 to 30 and -30 to 70. In the video it is now set to -130 to 30 and 30 to 130.

Edited by Auranapse
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6 minutes ago, shark said:

ksp v1.1.0

 

5 minutes ago, Auranapse said:

@Ziw Yea, seems that the do remain inverted, what's interesting though, is when I limit to what I tested ingame, they get swapped. Here's a more detailed video https://vid.me/iUWe

 

Originally wing rotation limits we -70 to 30 and -30 to 70. In the video it is now set to -130 to 30 and 30 to 130.

Ok, let me load the craft and check later today. By any chance did you set the limits in UI or in right-click menu?

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Hello

I am a little bit lost with all the threads and links. I am looking for the rework parts such as Foldatron, Pivotron, extendatron and so on.....that were working with KSP 1.0.5

Is there any update for those parts and if yes where is the link?

Thank's

 

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1 hour ago, shark said:

nop, just default settings

You are using KSP 1.1.0 which is outdated. Update your KSP and it should work

33 minutes ago, gilflo said:

Hello

I am a little bit lost with all the threads and links. I am looking for the rework parts such as Foldatron, Pivotron, extendatron and so on.....that were working with KSP 1.0.5

Is there any update for those parts and if yes where is the link?

Thank's

 

Check the last link on my signature

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2 hours ago, Auranapse said:

@Ziw I used the UI to set it. 

 

https://www.dropbox.com/s/elublmqrozojgf5/A4RSR.craft?dl=0

Here is the current version, with the limits set to compensate for the bug(if it is a bug).

The earlier version I strutted things wrongy to the washers, though fixing that it seems the same.

I've found some inconsistencies in handling rotating parts placed in symmetry mode. I believe it is actually one of the older issues, that was solved in code via band-aid patch instead of fixing the part itself (because we no longer have access to the part's original files). I've straightened it out by simplifying the code and removing the old patch, but you will notice that even after my fix Legacy parts (docking washer, rotatron) will rotate counterclockwise when you press right arrow and new parts from Zodius pack will rotate clockwise in the same situation. There is not much I can do about it, but it is easily solvable even for existing vehicles in flight via axis inversion.

I've included this fix for the next update. If you want I can give you a new plugin DLL for tests.

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Not sure if this is a known issue with weak joints, but my first attempt to use IR failed due to bending nodes. I am trying to build a mun lander with rover attached beneath and use adjustable rail  to dock with rover after the mission. I have attached landing legs directly to the rail. After launching the craft a few seconds later joints connecting leg to the rail start to twist(but do not break) and flip the lander over. Here is the picture of what happened in the end:

http://imgur.com/w670z9m

 

Is it possible to do anything in this situation?

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42 minutes ago, Auranapse said:

@Ziw The most important thing I think should be consistency between editor and in flight. I'm willing to test it if you upload it. :P

That's exactly what I just fixed. Will PM you the link a bit later

4 minutes ago, Mine_Turtle said:

Not sure if this is a known issue with weak joints, but my first attempt to use IR failed due to bending nodes. I am trying to build a mun lander with rover attached beneath and use adjustable rail  to dock with rover after the mission. I have attached landing legs directly to the rail. After launching the craft a few seconds later joints connecting leg to the rail start to twist(but do not break) and flip the lander over. Here is the picture of what happened in the end:

http://imgur.com/w670z9m

 

Is it possible to do anything in this situation?

It's probably the infamous auto-struts. Can you post the log as well so I can double check?

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7 minutes ago, Ziw said:

That's exactly what I just fixed. Will PM you the link a bit later

It's probably the infamous auto-struts. Can you post the log as well so I can double check?

Could you tell me which log exactly do you need? Is it general KSP.log in the root folder?

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