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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2


sirkut

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How come when I set a key to move a motor, the configuration NEVER saves?!?!? I was so infuriated while making a robotic mech because it never saved! I eventually quit because of that. By the way, I downloaded it off of mods.curse.com/ksp-mods/kerbal

3 minutes ago, colfighter said:

How come when I set a key to move a motor, the configuration NEVER saves?!?!? I was so infuriated while making a robotic mech because it never saved! I eventually quit because of that. By the way, I downloaded it off of mods.curse.com/ksp-mods/kerbal

It was like that even when I spammed the save button!
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I have been having a long running issue with IR when building aircraft in KSP. Whenever I attach a part to a rototron or hinge to make the wing folding (for carrier operations) or swing wing (i.e. F-14) the wing usually becomes structurally unstable and can be subject to wild flapping and/or spinning but the most usual problem is the wing just goes limp at the IR part and sits with the wing tip on the runway. I have been experimenting with fixes and have tried KJR but the only success i have had is with a custom bomb bay that used two sets of hinges and MANY struts and a VTOL with rotating wings that only flops a little (also many struts used). I love the options that IR adds to the game and have had decent luck with it in space but this issue with wing flop is making it hard to build a lot of ideas I am having. If anyone has a solution it would be a life saver as I haven't been able to find a fix myself.

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3 hours ago, Lonogan1 said:

I have been having a long running issue with IR when building aircraft in KSP. Whenever I attach a part to a rototron or hinge to make the wing folding (for carrier operations) or swing wing (i.e. F-14) the wing usually becomes structurally unstable and can be subject to wild flapping and/or spinning but the most usual problem is the wing just goes limp at the IR part and sits with the wing tip on the runway. I have been experimenting with fixes and have tried KJR but the only success i have had is with a custom bomb bay that used two sets of hinges and MANY struts and a VTOL with rotating wings that only flops a little (also many struts used). I love the options that IR adds to the game and have had decent luck with it in space but this issue with wing flop is making it hard to build a lot of ideas I am having. If anyone has a solution it would be a life saver as I haven't been able to find a fix myself.

It is already posted in this thread several pages back. Same thing and slightly more can be found in this post. Don't forget to check other posts after linked one.

Strongest wings can be achieved with this system, although it offer slightly less angle change it is still good enough.

EbCuYBI.jpg

 

Edited by kcs123
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Thanks for the suggestion for how to fix the wing sweeping issues I'll have to try that when I get a chance but my main issue isn't with swing wing craft, what was shown, but rather with craft that have rotating parts like the Osprey VTOL or folding wings on carrier aircraft like the F-18 and such. What prompted me to make my earlier post was an attempt to create a replica of the trainer aircraft from the anime A Pilot's Love Song in which the entire main wing pivots 90 degrees and my attempts to do so were ending with the engines (mounted on the wing tips) touching the ground due to the wings sagging. I managed to jury rig a solution with some structural girders and a bunch of struts but the wing still lurches when pitching or changing throttle rapidly, and the wing slides forward whenever the engines are running. 

Also I did read back a few pages but it was late at night and I was frustrated but my issues with the craft so I apologize for posting about an old issue.

Images of my replica for reference: (couldn't figure out how to insert then into the text so I linked)

http://imgur.com/LN0EtjA http://imgur.com/Iy29Den

Edited by Lonogan1
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You can post picture with combobox in right bottom corner "Insert other media"

VTOLs like Osprey is much harder, but still doable. There is examples in K.R.X. and KAX threads about it. Haven't tried that, so I can't give you best advice on it, but you should consider more than one rotary joint points. Only one can be directly attached, but others can be done by using active struts.

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I'm having a weird problem. I can only find the legacy equipment. The rework doesn't show up at all.

I am using IR 2.0.5

KSP 1.1.3

Installed through CKAN *and* manual, just in case.

 

It seems like the rework equipment isn't in the current install.

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On 10/08/2016 at 9:13 PM, dd_8630 said:

Heya, I love IR, but I'm having an infuriating bug.

A staple on my ships is to have a 90° hinge with several long thin metal beams, off of which are multiple Gigantor solar panels. They start off flush against the ship, and when I'm in orbit/landed, the hinge rotates, the beams now stick out from the ship, my panels extend, and voila, huge solar plant.

Now this all works fine... except when I load the ship back up. Some kind of physics 'wobble' occurs, making the hinge (I think) spin clockwise and counterclockwise wildly. This makes the metal beams and the solar panels spin all over the place, eventually tumbling the ship over and breaking everything.

For now I've just removed the IR hinges, but it makes me sad because I loved that setup. Anyone know if there's some tweak or setting that stops IR hinges from spazzing out like that when I load the ship? Reloading an old save just leads to the same problem.

Thanks!

I have been struggling with the same problem since 1.1.3 (with infernal robotics 2.0.5 from https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.5). I have found that if you limit the number of Gigantor arrays to a maximum of 2 attached to each metal beam part then the wobbles do not start up. It also looks like I can join beam segments end-to-end with each segment carrying two arrays with (so far) no wobbles attack. So for example with @ZodiusInfuser rework truss segments I can join 3 RoboTruss Pro - 2.5m beams together to give a 7.5m long truss and then mount 6 Gigantors (2 each) with (fingers crossed) no wobble out. Doing symmetric station construction gives 12 arrays and plenty of power :). I really hope this continues to work out.

I suspect the wobble phantom physics might not really be an infernal robotics "bug" at all but actually a side effect of another popular mod. No names as I have not performed any proper testing. 

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On 22/08/2016 at 2:06 PM, Kaa253 said:

I have been struggling with the same problem since 1.1.3 (with infernal robotics 2.0.5 from https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/tag/2.0.5). I have found that if you limit the number of Gigantor arrays to a maximum of 2 attached to each metal beam part then the wobbles do not start up. It also looks like I can join beam segments end-to-end with each segment carrying two arrays with (so far) no wobbles attack. So for example with @ZodiusInfuser rework truss segments I can join 3 RoboTruss Pro - 2.5m beams together to give a 7.5m long truss and then mount 6 Gigantors (2 each) with (fingers crossed) no wobble out. Doing symmetric station construction gives 12 arrays and plenty of power :). I really hope this continues to work out.

I suspect the wobble phantom physics might not really be an infernal robotics "bug" at all but actually a side effect of another popular mod. No names as I have not performed any proper testing. 

I will definitely give it a go, though I've now moved to solar blankets (so big! many ec!) for my spaceships and nuclear power for my landers. Necessity is the mother of invention, it seems!

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Hi. I'm having some trouble with configuring. Any idea, why two rotatrons placed in symmetry mode rotate in one direction in SPH and in another direction when actually flying? Why, when i'm trying to set presets it completely ignores my tries to set 90° or -90° and instead it keeps setting 2° with no apparent reason? And how the hell do i make it, if i want both rotatrons to rotate into the preset in the same direction and stop at the same position? I'm trying to make a tilt-rotor VTOL and i just can't get both parts working in the identical way, just mirrored. What puzzels me the most is, why it keeps setting the preset to 2°, there's no reason for that at all.

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5 hours ago, Salvator said:

Hi. I'm having some trouble with configuring. Any idea, why two rotatrons placed in symmetry mode rotate in one direction in SPH and in another direction when actually flying? Why, when i'm trying to set presets it completely ignores my tries to set 90° or -90° and instead it keeps setting 2° with no apparent reason? And how the hell do i make it, if i want both rotatrons to rotate into the preset in the same direction and stop at the same position? I'm trying to make a tilt-rotor VTOL and i just can't get both parts working in the identical way, just mirrored. What puzzels me the most is, why it keeps setting the preset to 2°, there's no reason for that at all.

The Rotatrons come naturally unlocked. (Able to spin all the way around with no limits)

Before setting the limits you first need to engage them in the right click menu for a given part. In this case both Rotatrons.

Then set one Rotatron to 0 to 90 and the other will be 0 to -90 as it is a mirror of the first. Next revers one of the Rotatrons. For presets you just need to set them up before reversing a given IR part.

As for your 2deg limit. Is this using an action group? Or simply pressing the butons in the GUI?

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1 hour ago, V8jester said:

The Rotatrons come naturally unlocked. (Able to spin all the way around with no limits)

Before setting the limits you first need to engage them in the right click menu for a given part. In this case both Rotatrons.

Then set one Rotatron to 0 to 90 and the other will be 0 to -90 as it is a mirror of the first. Next revers one of the Rotatrons. For presets you just need to set them up before reversing a given IR part.

As for your 2deg limit. Is this using an action group? Or simply pressing the butons in the GUI?

By pressing GUI buttons.

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Hi, sorry for being a bother again, but i've built another tilt rotor from scratch and this time the presets i set in SPH aren't there after launch. Have i done something wrong? What can i do about it?

And why the hell do the rotatrons turn different ways in SPH and on the runway?

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6 hours ago, Salvator said:

Hi, sorry for being a bother again, but i've built another tilt rotor from scratch and this time the presets i set in SPH aren't there after launch. Have i done something wrong? What can i do about it?

And why the hell do the rotatrons turn different ways in SPH and on the runway?

Which version of KSP and IR are you currently running? And are you using the legacy Rotatrons or the rework Rotatrons? (The grey ones or the white ones)

Remember you must first select "engage limits" then set your rotation limits. Some times you need to close and re open the IR GUI window in the SPH as it will get hung up and not take the settings you are inputting. But that's few and far between.

So recap:

1 Install both Rotatrons with mirror symetry onto wing tips

2 Engage limits on Rotatrons

3 Set limits - one 0 to 90 the other -90 to 0

4 Revers either one of them in the IR GUI in the SPH to make them run the same direction.

5 Install your engines / nacelles

6 Give Jester a cookie.....

 

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2 hours ago, Salvator said:

KSP is 1.1.3, IR is the latest, legacy one.

I'd give you a truck of cookies if i could. Thanks again.

Btw is there a reason for the presets not to work, when the limits aren't engaded?

Ah that's the problem. The legacy parts have issues with symetry. Try the same thing with a rework Rotatron and that should straighten you out.

edit.

Oh and when you say the latest version of IR do you mean 2.0.5? Not 2.0.2

Edited by V8jester
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1 minute ago, V8jester said:

Ah that's the problem. The legacy parts have issues with symetry. Try the same thing with a rework Rotatron and that should straighten you out.

Great, I'll give it a try. And I promise I'll stop being an idiot and forgetting to engage limits before setting presets.

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1 hour ago, Salvator said:

Great, I'll give it a try. And I promise I'll stop being an idiot and forgetting to engage limits before setting presets.

Don't worry about it. We all had to start somewhere. And if you have any more questions ask away.

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On 2. 9. 2016 at 8:42 PM, V8jester said:

Don't worry about it. We all had to start somewhere. And if you have any more questions ask away.

True.

But O.K., i actually have one more question: how to cope with the uncontrollable dive into which the craft plunges when i change the position of the rotors from helicopter to airplane? And vice versa.

So far two things quite worked: first - the rotors are balanced so, that the change of their position doesn't affect the COM and second - setting the speed and acceleration of the rotatrons as low as possible. But it still isn't quite enough.

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7 hours ago, Salvator said:

True.

But O.K., i actually have one more question: how to cope with the uncontrollable dive into which the craft plunges when i change the position of the rotors from helicopter to airplane? And vice versa.

So far two things quite worked: first - the rotors are balanced so, that the change of their position doesn't affect the COM and second - setting the speed and acceleration of the rotatrons as low as possible. But it still isn't quite enough.

The way I stabilized my osprey was to pitch the main wings up as well as tweak various control surfaces to counter the a symmetrical thrust. The other trick I used was to clip 4-5 large SAS rings inside the craft with the offset tool. But what you want is aerodynamics that would under normal circumstances force the plane into a climb but be countered by the off center thrust forcing it into a nose dive.

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10 hours ago, V8jester said:

The way I stabilized my osprey was to pitch the main wings up as well as tweak various control surfaces to counter the a symmetrical thrust. The other trick I used was to clip 4-5 large SAS rings inside the craft with the offset tool. But what you want is aerodynamics that would under normal circumstances force the plane into a climb but be countered by the off center thrust forcing it into a nose dive.

Well in the end i solved it by making it a mid wing. In such way the COT always passes through the COM. Works like a charm. Only the craft doesn't resemble  Osprey not even a little anymore.

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I got some problems with this mod. I have KSP Version 1.1.3 and the latest version of the mod (from yesterday). When I make the groups in the vab or sph everything is good but if i save and open it again or launch the groups doesnt exist anymore only the standard group where everything is now exist. Can anyone help me with that problem/bug?

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