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1.1.2 Magic Smoke Industries Infernal Robotics 2.0.2


sirkut

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  On 11/15/2016 at 6:47 AM, Carrot said:

I can't see the icon at toolbars. Any hints please?

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same here, right now I was fighting with this one and in the and I figured out was my bad, I did not installed this mod correctly

so, for me to work I did what they say, installed IR-2.0.5-Final-Full.zip, then from this "MagicSmokeIndustries" I delete "AssetBundles" fodler and past everithing from this new IR-2.0.7-Final-Core.zip  patch..as they said

"Requires Clean-ish Install

Leave the Parts subfolder, but please delete the MagicSmokeIndustries/AssetBundles subfolder before installing."

 

and now work, cheers :D

Edited by GERULA
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  On 11/15/2016 at 7:02 AM, GERULA said:

same here, right now I was fighting with this one and in the and I figured out was my bad, I did not installed this mod correctly

so, for me to work I did what they say, installed IR-2.0.5-Final-Full.zip, then from this "MagicSmokeIndustries" I delete "AssetBundles" fodler and past everithing from this new IR-2.0.7-Final-Core.zip  patch..as they said

"Requires Clean-ish Install

Leave the Parts subfolder, but please delete the MagicSmokeIndustries/AssetBundles subfolder before installing."

 

and now work, cheers :D

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So does it have the AssetBundles folder in the MagicSmokeIndustries folder please? I just delete it even after the 2.0.7

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  On 11/15/2016 at 6:28 AM, stickman939 said:

Also I do have the latest version of KJR

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KJR and wheel/landing gear autostrut feature is your enemy with IR parts. There is info about KJR, to edit xml config file for it and disable autostruting on all parts. Search for posts few pages back. (It might also be in WIP IR part rework thread, I no longer recall, sorry).

Wheel autostruting is more tricky. You have to design your craft carefuly, placing some other (more heavy part) between wheel and IR part. It might work on some design, while still having issues on other designs.

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Can someone give a quick one-sentence answer for someone who doesn't feel like reading through several forum pages of mostly unrelated content: does this mod work mostly ok with 1.2.1?

It looks extremely interesting and I feel the need for something like this now that I'm launching my first bigger rover because of which my rocket has a ridiculously fat fairing on top that houses it. I thought "if only it was foldable".

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  On 11/15/2016 at 7:06 PM, ROXunreal said:

Can someone give a quick one-sentence answer for someone who doesn't feel like reading through several forum pages of mostly unrelated content: does this mod work mostly ok with 1.2.1?

It looks extremely interesting and I feel the need for something like this now that I'm launching my first bigger rover because of which my rocket has a ridiculously fat fairing on top that houses it. I thought "if only it was foldable".

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Quick and dirty

IR 2.0.7 Works: "Mostly"

Issues in 1.2.1:

KJR: incompatible unless you change one line of code in its config.

Timewarp: Kraken soup

Hyperedit: Kraken stew

Docking / KIS: Kraken cordon bleu

I would advise against a career save with IR in its current state. At least until the IR team has a chance to iron out some issues.

Edited by V8jester
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Updated to 1.2.1, installed new IR as per instructions.

IR telescope with IR parts in Kerbol centric orbit is literally tied into knot. :(

Even old trick - switch to simple in-space vessel first, then to vessel in the Kerbol orbit don't work anymore. :0.0:

P.S.

IR telescope used 4 IR parts to deploy antenna trusses, and 1 IR part for moving telescope cover.

Edited by Guest
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  On 11/16/2016 at 9:19 PM, WildLynx said:

Updated to 1.2.1, installed new IR as per instructions.

IR telescope with IR parts in Kerbol centric orbit is literally tied into knot. :(

Even old trick - switch to simple in-space vessel first, then to vessel in the Kerbol orbit don't work anymore. :0.0:

P.S.

IR telescope used 4 IR parts to deploy antenna trusses, and 1 IR part for moving telescope cover.

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Did you use timewarp?  I'm trying the weekly challenge, and timewarp has completely krakenized my craft.

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  On 11/18/2016 at 7:54 PM, rsparkyc said:

Did you use timewarp?  I'm trying the weekly challenge, and timewarp has completely krakenized my craft.

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no timewrap at any time near switching to craft.

How it happens:

1. Switch from KSP to deprecated craft on kerbin orbit using KAC - just to avoid that bug

2. Switch to craft in Kerbol orbit.

In 1.1.3, it was the right way to avoid IR kraken.

In 1.2.1, with new IR (but old parts, as per instruction) it still causes IR kraken.

Also, to avoid IR kraken and minimize IR parts coordinate drift, I always wait for vessels to cross SOI boundary for 2-3 minutes with no warp and vessel is inspected closely both during the SOI crossing and after it, before qucksaving .

 

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  On 11/21/2016 at 4:16 AM, IraqiWalker said:

What exactly is "Krakenizing"?

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Well, the Kraken (reference to the mythical monster that destroys everything when it was unleashed by the Gods) is the community's way of referring to odd events in the game that can destroy vessels and bases.  Often it's due to physics rules being applied too quickly on a scene change where there is some small undetected clipping with a surface, but it is generally anything that inexplicably causes craft to come apart or the save to be corrupted.

Therefore, to be "krakenized" is the act of the Kraken "appearing" (not actually a visible thing, you understand) and destroying something you've created.

Others may have a better definition.

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  On 11/22/2016 at 11:58 AM, Ziw said:

I'm not dead :) Just was away.

 

I see that some of you have issues timewarping. I'll have a look at it over the weekend, although I did not have any issues timewarping on the pad.

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It's not only timewarping for me. Using KSP 1.2.1 vanilla with latest MM & IR only. No IR button in toolbar (so, mod becomes almost useless), some parts from re-work package are not shown in parts list.

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  On 11/22/2016 at 1:24 PM, Horus said:

It's not only timewarping for me. Using KSP 1.2.1 vanilla with latest MM & IR only. No IR button in toolbar (so, mod becomes almost useless), some parts from re-work package are not shown in parts list.

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These are the symptoms of incorrect install. Please post your KSP.log

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