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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2


sirkut

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I added these both

Spoiler

@PART[proceduralProbe]:FOR[IRSequencer]
{
	%MODULE[ModuleSequencer] {
	}
}

@PART[HECS2.ProbeCore]:FOR[IRSequencer]
{
	%MODULE[ModuleSequencer] {
	}
}

 

to GameData\MagicSmokeIndustries\IRSequencer\MM_IRSequencer.cfg

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On 14/05/2016 at 9:09 PM, kcs123 said:

Due to way how game choose what is master vesel and what is chield when you dock, what part is "root" part of new mergerd craft and few other reasons. Someone asked same question recently, search couple of pages back to see better answer than I can provide.

So just how restrictive are these issues, as it were? Does it mean I can't put a docking port on a robotic arm or gantry to allow it to line up with another, for example so a rover can more easily dock with a surface base? Does it mean I can't put docking ports anywhere on IR craft for fear of bugs?

And if I can't use IR to line things up, anyone got any other suggestions, besides using the stock claw or other parts that have the same module?

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Just now, cantab said:

So just how restrictive are these issues, as it were? Does it mean I can't put a docking port on a robotic arm or gantry to allow it to line up with another, for example so a rover can more easily dock with a surface base? Does it mean I can't put docking ports anywhere on IR craft for fear of bugs?

And if I can't use IR to line things up, anyone got any other suggestions, besides using the stock claw or other parts that have the same module?

From my experience docking small thing (rovers) to big things (stations, bases) has no issues most of the time. Arms usually work if they use magnet (from KAS). They do work with docking ports sometimes, but it depends on the craft.

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On 5/30/2016 at 5:35 AM, Ziw said:

The issue you are referring to was about Joints under heavy load loosing rigidity when you do Physics Warp, and there is no current solution for it. Tweakscale drift issue is almost impossible to reproduce, so if you have a simple craft prone to it - post it here along with reproduction steps.

So I was able to reliably replicate the drifting of joints over several days of time warp with this stock, shoddily-put together rover with rotatrons and hinge. The drift is most notable between the cubic octagonal strut and the rotatron, and also between the cubic octagonal strut and the wheels. The parts drift away from each other from what seems like random directions. I have KJR and ven's stock revamp installed. Here's the part: 

https://drive.google.com/open?id=0B1DFDkTDYdxBSjl2X3oxYnR4ams

Steps to reproduce:

1. Launch the vehicle into orbit (Hyperedit)

2. Move the craft around using provided RCS and engine. 

3. Time warp while it is still moving with RCS. From experience, I think this exacerbates the drifting issue.

4. Time warp some more.

5. Quit to Space center.

6. Go into tracking station and time warp several days.

7. Go back to vessel and the joints between the robotic parts to other parts is randomly drifted and separated away from one another.

I should note that I didn't have to do Physics warp at any time to reproduce the drifting problem. I used only time warp. Also, I did this on a new, clean save, without any other vessels.

Here is the rover after the time warping shenanigans.

screenshot86.png

I just noticed myself that not only do the joints drift, but also the elements of the robotic parts themselves.

Here is the rover before the time warping shenanigans.

screenshot88.png

Edited by Insanitic
Added steps to reproduce issue.
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6 hours ago, Insanitic said:

So I was able to reliably replicate the drifting of joints over several days of time warp with this stock, shoddily-put together rover with rotatrons and hinge. The drift is most notable between the cubic octagonal strut and the rotatron, and also between the cubic octagonal strut and the wheels. The parts drift away from each other from what seems like random directions. I have KJR and ven's stock revamp installed. Here's the part: 

https://drive.google.com/open?id=0B1DFDkTDYdxBSjl2X3oxYnR4ams

Steps to reproduce:

1. Launch the vehicle into orbit (Hyperedit)

2. Move the craft around using provided RCS and engine. 

3. Time warp while it is still moving with RCS. From experience, I think this exacerbates the drifting issue.

4. Time warp some more.

5. Quit to Space center.

6. Go into tracking station and time warp several days.

7. Go back to vessel and the joints between the robotic parts to other parts is randomly drifted and separated away from one another.

I should note that I didn't have to do Physics warp at any time to reproduce the drifting problem. I used only time warp. Also, I did this on a new, clean save, without any other vessels.

I just noticed myself that not only do the joints drift, but also the elements of the robotic parts themselves.

 

Are you using latest IR 2.0.4? Because I followed your instructions and could not reproduce it. I suspect it has something to do with auto-struts issue that was finally properly solved (I hope) in 2.0.4

Edited by Ziw
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Sorry, cannot find 2.0.4 anywhere.

 

Every link points to Magic_Smoke_Industries_Infernal_Robotics-2.0.2.zip having the version number of 2.0.2

 

{
  "NAME": "Infernal Robots",
  "URL": "https://raw.githubusercontent.com/MagicSmokeIndustries/InfernalRobotics/master/InfernalRobotics.version",
  "VERSION": {
    "MAJOR": 2,
    "MINOR": 0,
    "PATCH": 2
  },
  "KSP_VERSION": {
    "MAJOR": 1,
    "MINOR": 1,
    "PATCH": 2
  }
}

 

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Oh, thanks :)

 

Then have to report another issue with bearings. I was unable to make a symmetric pair of engines turnable forwards, backwards and downwards.


In my opinion the current approach is bit controversial.

 

There are no duplicates allowed on the list so it's very tricky to get two symmetric motors being synchronized.

The position lists also seem to be sorted in ascending order on execution despite the order they were actually entered.

 

 

 

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Just wanted to report similar issue as _Astra_ for bearings. There is a workaround for them to make it working. On one side of aircaft you can put bearing to 30 degree, while on the oposite side you can't put -30 degree, while it is posible to move it trough gui to that certain position, but you can't always be precise by clicking on arrow with mouse to move part.

Instead to write down -30 degree, for any negative angle you should recalculate and write 360 - (desired oposite angle) as it is shown on this picture.

bD3Qcoy.jpg

 

Note that pivatrons, on the other hand work in symetry as user expect - both have same value of 30 degree for rear pivatrons and 310 degree for front pivatrons.

Also, while I was working on that craft I encountered on several other issues, non of them are critical and please don't consider this as complain but rather as constructive criticism.

  • white color on parts, while it looks good, there moments in VAB/SPH that makes part difficult to use. If you hover mouse on part in IR GUI, it is hard to see which part is highlighted on craft due to white color. In combination with light in SPH, it also makes them too shiny. I have attached active strut target part somewhere inside bearing and after some rotation, repositioning in SPH, when I needed to move it, I could not see it inside bearing. I was forced to delete bearing, put new one and attach again strut target part. Leeson learned hard way.
  • I have bunch of free moving parts on that craft that have no need to be shown in flight. Maybe to have option to hide whole IR group on flight scene ? You can't see their values in flight, so it will help to make things more simple to use in flight. It s possible to put them in one group with active moving parts, but that make whole thing hard to customize in SPH editor. People create evenm more complicated things with IR that will appriciate such option
  • Maybe to add option to hide/reveal all parts in group in SPH GUI as it is in flight IR GUI ?
  • Many of other mods put their stuff in "utility" section in group parts. There is only few parts from IR that are in utility section. in combination with other mods and stock parts it makes them difficult to find in that group. My personal opinion is that it will be better to put all things in IR group allong with other stuff or in another IR group, although there is no special need for another IR group, having all things on that one group will make editing craft easier.

Also, IR no longer cooperate well with blizzys toolbar, it gives some exceptions in log, probably because I tried to put icons on toolbar while I didn't have any IR part on craft. No big deal on it, stock toolbar does job well enough too. Relevant part from log is in spoiler section.

Spoiler

(Filename:  Line: -1)

NullReferenceException: Object reference not set to an instance of an object
  at InfernalRobotics.Gui.WindowManager.ShowIRWindow () [0x00000] in <filename unknown>:0

  at (wrapper delegate-invoke) Callback:invoke_void__this__ ()

  at KSP.UI.Screens.ApplicationLauncherButton.OnTrue (UnityEngine.EventSystems.PointerEventData data, CallType callType) [0x00000] in <filename unknown>:0

  at UnityEngine.Events.InvokableCall`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (System.Object[] args) [0x00000] in <filename unknown>:0

  at UnityEngine.Events.InvokableCallList.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0

  at UnityEngine.Events.UnityEventBase.Invoke (System.Object[] parameters) [0x00000] in <filename unknown>:0

  at UnityEngine.Events.UnityEvent`2[UnityEngine.EventSystems.PointerEventData,KSP.UI.UIRadioButton+CallType].Invoke (UnityEngine.EventSystems.PointerEventData arg0, CallType arg1) [0x00000] in <filename unknown>:0

  at KSP.UI.UIRadioButton.SetState (State state, CallType callType, UnityEngine.EventSystems.PointerEventData data, Boolean popButtonsInGroup) [0x00000] in <filename unknown>:0

  at KSP.UI.UIRadioButton.ToggleState (CallType callType, UnityEngine.EventSystems.PointerEventData data) [0x00000] in <filename unknown>:0

  at KSP.UI.UIRadioButton.UnityEngine.EventSystems.IPointerClickHandler.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) [0x00000] in <filename unknown>:0

  at UnityEngine.EventSystems.ExecuteEvents.Execute (IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) [0x00000] in <filename unknown>:0

  at UnityEngine.EventSystems.ExecuteEvents.Execute[IPointerClickHandler] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.EventFunction`1 functor) [0x00000] in <filename unknown>:0
UnityEngine.Debug:Internal_LogException(Exception, Object)
UnityEngine.Debug:LogException(Exception)
UnityEngine.EventSystems.ExecuteEvents:Execute(GameObject, BaseEventData, EventFunction`1)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMousePress(MouseButtonEventData)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent(Int32)
UnityEngine.EventSystems.StandaloneInputModule:ProcessMouseEvent()
UnityEngine.EventSystems.StandaloneInputModule:Process()
UnityEngine.EventSystems.EventSystem:Update()

Besides that minor issues, new parts perform quite well, great job on those.

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Has the docking washer been removed from IR recently? I remember making something using a washer back a few months ago, in 1.05, but today I'm looking into building a train like @Overland does, but I can't find the docking washer part anywhere. I've got IR 2.0.4 and the IR Model Rework pre-release for 1.1.2 installed.

EDIT - Actually, I don't think I'm finding any of the "legacy" parts that I remember. All I seem to have are the Rework models.

Edited by kananesgi
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1 hour ago, uNiverselEgacy said:

Why can't I put a hinge on top of another and make it work? I mean it works in the VAB but does not work at all when launched.

Battery power, Direction of placed IR part..... All IR parts must be attached by there base nodes. If they are placed upside down they will not work. Hopefully that helps but for more help we will need a little more info or possibly a pic of the issue.

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Mod doesnt show parts, in reasearch or vab

I'm having trouble with this mod, its not showing up in community tech tree.
And thus the parts are not available in the VAB, and the one to build airplanes.
The icons of infernal robotics in the gui (under which the part should list), are available

So how i do i make it apear in the community tech tree, tried removing reinstall, but no luck so far. (reinstalled all mods using CKAN)

Edited by PGTART
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I didn't use IR in a long time.

I got a problem where a attachment to the hinge part doesn't move.

The hinge in this case moves, but the attached part stays in it's native position.

I remembered that I read somewhere about this issue and that there was a solution to this. But I've been unable to find the answer to this problem and I forgot what it was. So far I'm stuck with my current assembly because I can't get the moving part to work at this moment.

 

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I reinstalled the game from scratch, (clean reinstall steam).
Still it is not showing up, does it still work with the latest version of ksp ?.
I dont see robotic parts in my tech tree, in the vab slecting the robotic arm icon doesnt show any parts either.

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On 03.06.2016 at 6:27 PM, kcs123 said:

white color on parts, while it looks good, there moments in VAB/SPH that makes part difficult to use. If you hover mouse on part in IR GUI, it is hard to see which part is highlighted on craft due to white color. In combination with light in SPH, it also makes them too shiny. I have attached active strut target part somewhere inside bearing and after some rotation, repositioning in SPH, when I needed to move it, I could not see it inside bearing. I was forced to delete bearing, put new one and attach again strut target part. Leeson learned hard way.

This is being worked on, but is complicated due to Zodius's absence of ree time.

On 03.06.2016 at 6:27 PM, kcs123 said:

I have bunch of free moving parts on that craft that have no need to be shown in flight. Maybe to have option to hide whole IR group on flight scene ? You can't see their values in flight, so it will help to make things more simple to use in flight. It s possible to put them in one group with active moving parts, but that make whole thing hard to customize in SPH editor. People create evenm more complicated things with IR that will appriciate such option

I'm working on overhauling the whole group system, which would allow it in the future. 

On 03.06.2016 at 6:27 PM, kcs123 said:

Maybe to add option to hide/reveal all parts in group in SPH GUI as it is in flight IR GUI ?

It makes sense for bigger builds. We'll discuss this internally, we need to find a visual solution for it as well.

Will take a look re: blizzy toolbar when I'm back.

 

6 hours ago, PGTART said:

Mod doesnt show parts, in reasearch or vab

I'm having trouble with this mod, its not showing up in community tech tree.

What other mods do you use. Do you see the IR's custom category in the VAB?

 

3 hours ago, Vaporized Steel said:

I got a problem where a attachment to the hinge part doesn't move.

The hinge in this case moves, but the attached part stays in it's native position.

Post a screenshot please, it seems like you've attached the part to the hinge incorrectly.

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In the vab i have the IR category displayed as icon, but there are no parts in it.
If i play the game i also got the IR icon on the right side of the screen (but nothing happens when i click it).
In the research lab no IR content is shown, i use the community techtree, its filled with other stuff but not this.
I've even removed all mods (before i reinstalled ksp), and only IR + community techtree even then nothing was shown.
I use CKAN to install, and had all cached ckan mods removed (forcing fresh downloads)

Update i note that if i do a dir *.* /s in G:\SteamLibrary\steamapps\common\Kerbal Space Program\GameData\MagicSmokeIndustries
Its shows
              11 File(s)        431.229 bytes      (only 11 files for a dir *.*/s ???) but redownloading doesnt change it
              26 Dir(s)  48.530.268.160 bytes free

All mods that i got:

Community Resource Pack (CommunityResourcePack 0.5.2.0)
Community Tech Tree (CommunityTechTree 1:2.4)
Firespitter (Firespitter v7.2.4)
Firespitter Core (FirespitterCore v7.2.4)
Firespitter Resources config (FirespitterResourcesConfig v7.2.4)
Karbonite (Karbonite 1:0.7.3.0)
KarbonitePlus (KarbonitePlus 0.6.3.0)
KSP AVC (KSP-AVC 1.1.6.1)
Magic Smoke Industries Infernal Robotics (InfernalRobotics v2.0.4)
MechJeb 2 (MechJeb2 2.5.7.0)
MechJeb Embedded Universal (It's Free!) (MechJebEmbeddedUniversalFree 1.3)
MKS Lite! (USI-MKSLite 0.4.3.0)
Module Manager (ModuleManager 2.6.25)
Near Future Electrical Core (NearFutureElectrical-Core 0.7.4)
Near Future IVA Props (NearFutureProps 0.5.0)
Near Future Solar (NearFutureSolar 0.6.1)
Near Future Solar Core (NearFutureSolar-Core 0.6.1)
Near Future Spacecraft (NearFutureSpacecraft 0.5.0)
SmokeScreen - Extended FX Plugin (SmokeScreen 2.6.15.0)
TweakScale - Rescale Everything! (TweakScale v2.2.12)         >> the only mod that also doesnt work, had have it removed too but no effect
USI Asteroid Recycling Technologies (USI-ART 1:0.8.3.0)
USI Core (USI-Core 0.2.3.0)
USI Exploration Pack (USI-EXP 0.5.3.0)
USI Freight Transport Technologies (USI-FTT 0.5.3.0)
USI Kolonization Core (USI-UKS-Shared 0.2.3.1)
USI Life Support (USI-LS 0.4.3.1)
USI Survival Pack (USI-SRV 0.5.3.0)
USI Tools (USITools 0.7.2.1)

 

Edited by PGTART
update
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9 hours ago, PGTART said:

arrrhgg i got it, ... its now 2 downloads for ckan,(a core and a parts) not sure for how long this has been the case, but maybe my game install got broken a bit and i never noticed that before.

Glad you worked it out. You can also check out Zodius Reworked parts on the last link in my signature, but you'll have to install them manually.

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Found another small glitch with GUI. If you open advanced option menu and try to write down exact number for range limit or part speed/acceleration and try any of numbers, 1-4. IR GUI accept numbers, without problems, but at the same time it also trigger main game GUI in SPH - to select tool gizmo: place, move, rotate ...

On regular GUI, to set desired position of part in SPH such thing does not happen. I assume that there is oversight somewhere in advanced IR GUI section of code.

Not big deal, just wanted to know about it.

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14 minutes ago, kcs123 said:

I assume that there is oversight somewhere in advanced IR GUI section of code.

Your assumption is correct. :)  The input locking mechanism is different now, and I missed some fields.

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I'm not sure if this has been asked before, names of groups won't change no matter what I do. It's really annoying because I'm trying to make an overly complicated Just Cause 3 style mech and 'Left Shoulder Yaw' is called 'Right Shoulder Yaw'. I've managed to figure out 3-axis hands but can't get names to change?! KITTY NO HAPPY! =^/\^=

 

Edit: Groups also link up incorrectly. Apparently both 'right shoulder yaw' and 'right shoulder pitch' control the yaw for the right shoulder. Why is this happening!?

Edited by Fireheart318
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