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Fixing Infernal Robotics Wobble


Rushligh

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I know i've been posting all over here, but I have so many requests/questions. 
anyway, so, i've never had a need for infernal robotics until recently, and i've noticed a problem; the joints don't hold any weight. They bob and wobble under 1 tonne or more, even the most sturdy rotatrons flex under the weight of a single mk2 fuselage. This sucks for me because i'm trying to make cargo loading mechanisms (cranes/moving platforms) for my airships/spaceplanes.

is there a way to edit IR parts to make their joints significantly more sturdy?

fyi, im using Kerbal Joint Reinforcement modded for 64 bit. 

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If you attach really heavy loads, you might consider Quantum Struts or Active Struts to hold things in place once you stopped moving them around. Apart from that and tweakscale there is not much else you can do.

 

Can you post a gif of a 1 ton wobble? In my experience you only encounter problems with joint rigidity when you attach really heavy loads (5t+) or wings to IR parts.

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10 hours ago, Rushligh said:

well, is there a way to modify the IR parts cfg's to make them tolerate heavy loads without wobble? like, stiffen all their connections?

 

No, it's a Unity thing. You can try to scale them up and make them bigger, with bigger nodes - that helps a little.

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A theory-  there's a good chance that making the IR parts themselves heavier, by editing the .cfg file, might help you too.  Part of how Unity calculates 'wobble' is the relative masses of parts - a light part between two heavy ones introduces wobble.  It's a waste of fuel and such, but it could solve your problem.

 

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well, in the cases where wobble would be worst, weight isn't an issue. and i could in theory offset the weight by giving the part useful modules like electricity storage or something.

Im waiting for someone to come out with a 1.25m and MK2 sized joints for heavy loads and VTOIL.

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