adriangm44 Posted March 15, 2021 Share Posted March 15, 2021 So here's the thing... I love this mod and his amazing features, I think it adds a whole new level of mechanics to the game that expand your creativity designs. OBJECTIVE: A cargo lifter from the ground into the cargo bay of Tundra Exploration's Starship. The design is more or less acceptable apart from it coming through the walls of the rocket. This design was from 9 months ago, and it's pretty much the same up to this date. I've only found one issue, it's not the video's case though. The max force input it's not enough for me, IR is too weak for some of my payloads to be lifted up and fold itself into the cargo bay. SOOOOO if found a solution, or what I thought it would be. Looking into the IR parts' .cfg I found some lines regarding the force input for the robotics, so I cheated and changed to the max number I could think it'd work without breaking it. factorForce = 999999 maxForce = 999999 forceLimit = 999999 The truth is... I don't even know what I did there, it just allowed me to increase my robotics strenght in-game. THE REAL PROBLEM: The force settings in-game are by default the lowest, and so every time I want to increase the force value I have to press the increase button which increases it 5 by 5 points. I usually reach numbers of 1000 points of force just for one robotic part. Too much work for one single part, besides, sometimes I have EXTREMELY HEAVY payloads, that not even with 3000 points of force will bend it up like in the video. MY QUESTION: Is there a way I can change the default force value of every part's .cfg? or, A way in which I can change the increase button parameters so every time I press it, it increases 1000 points instead of 5? I'D REALLY APPRECIATE YOUR HELP HERE. Let me know what you think. Thank you'all Quote Link to comment Share on other sites More sharing options...
Xt007 Posted March 15, 2021 Share Posted March 15, 2021 You could write a mm config to do this. A simple After: IR polling modules that match and setting the new value Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted March 16, 2021 Share Posted March 16, 2021 19 hours ago, Xt007 said: You could write a mm config to do this. A simple After: IR polling modules that match and setting the new value I dunno how to write code, is it too long? What should I put in it? If you could please facilitate a template to me so I could change the part name? Quote Link to comment Share on other sites More sharing options...
adriangm44 Posted March 16, 2021 Share Posted March 16, 2021 On 7/26/2019 at 11:16 PM, Kerbalistic said: I'm having an issue where the Force setting on the robotic parts decrease everytime I load the machine onto the world, to the point where it reaches the minimum in about 3 launches and I have to set it up again. Oh and I managed to solve the issue that caused the question (dumb installation mistake, it was stupid) so ignore that How did you solve it? Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted March 22, 2022 Author Share Posted March 22, 2022 I have updated the mod for KSP 1.12.3 ... v3.0.6 is online, it is marked as pre-release, because it has not been tested but some problems with the new KSP version are already fixed Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted March 27, 2022 Author Share Posted March 27, 2022 v3.0.7 is online it provides all basic robotic actions and they should be stable some extra modules for building "walking arms" might need some more work Quote Link to comment Share on other sites More sharing options...
stk2008 Posted October 26, 2022 Share Posted October 26, 2022 I cant seem to control the parts I place. If I adjust the part to rotate or move manualy nothing happens but as soon as I speed up time even one notch then the part moves. I am unsure why any ideas Thanks Quote Link to comment Share on other sites More sharing options...
stk2008 Posted October 26, 2022 Share Posted October 26, 2022 Nm ignore I figured it out. A mod I have must auto root the wheels to the heaviest part. I never thought to check as I never did that. As soon as I set it to none on all wheels they parts move as expected. Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 4, 2023 Author Share Posted January 4, 2023 v3.1.0 is online it is currently a beta version Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 6, 2023 Author Share Posted January 6, 2023 v3.1.1 is online also a pre-release it has minor bugs in servo mode (lights not showing motion), the sun tracking seems not to work anymore and the rotor mode has some problems... also, sometimes the servo doesn't stop fully and retains an almost unvisible rotation speed (click on "stop" in the ui helps) Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 6, 2023 Author Share Posted January 6, 2023 v3.1.2 is online if I won't get bug reports, I will later remove the "pre-release" status it seems to run stable and has all known bugs fixed... some additional functions that some requested will be added soon there are also the new modes "rotor" and "linked" and "sun tracking"... Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 13, 2023 Author Share Posted January 13, 2023 v3.1.3 is online and on ckan it is marked as release and it is the next step in kerbal robotics Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 18, 2023 Author Share Posted January 18, 2023 I've uploaded v3.1.4 with a lot of minor bugfixes and improvements Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 24, 2023 Author Share Posted January 24, 2023 version 3.1.6 is available Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 26, 2023 Author Share Posted January 26, 2023 try the new 3.1.7 ... I have rebalanced the values and fixed the editor behaviour Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted February 3, 2023 Author Share Posted February 3, 2023 version 3.1.8 is available the behaviour in the editor and symmetry were completly rewritten thanks to @dok_377 for the help of finding all bugs Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted February 24, 2023 Author Share Posted February 24, 2023 version 3.1.9 is available it has some minor bugfixes and (again) a much better editor support Quote Link to comment Share on other sites More sharing options...
ngx Posted February 26, 2023 Share Posted February 26, 2023 Hi, force rebalancing (I think from version 3.1.7) has made robotic parts very weak. For example, changing the factorForce value from 35 to 7 for the IR Pivotron caused my rovers, which use them in their gear, to become glued to the ground. Reverting back to the original .cfg files solves the problem, but I'm not sure if it's the correct solution. What should I do to make it work properly again? Quote Link to comment Share on other sites More sharing options...
Tomsk Posted March 2, 2023 Share Posted March 2, 2023 So I'm having a problem when Infernal Robotics Next is installed (3.1.9): all the parts I attach using mirroring, whether IR parts or not, do not mirror properly. The mirrored parts come out upside-down or back-to-front and often totally off center, nowhere near the part they are attached to. Uninstalling Infernal Robotics Next immediately fixes the problem. Is this a known issue or a common conflict with another mod? The mod looks amazing and does exactly what I want, so I'd really like to be able to use it. Thanks. Quote Link to comment Share on other sites More sharing options...
dok_377 Posted March 2, 2023 Share Posted March 2, 2023 6 hours ago, Tomsk said: So I'm having a problem when Infernal Robotics Next is installed (3.1.9): all the parts I attach using mirroring, whether IR parts or not, do not mirror properly. The mirrored parts come out upside-down or back-to-front and often totally off center, nowhere near the part they are attached to. Uninstalling Infernal Robotics Next immediately fixes the problem. Is this a known issue or a common conflict with another mod? The mod looks amazing and does exactly what I want, so I'd really like to be able to use it. Thanks. It's the mod itself, unfortunately. At the moment it has a lot of problems that need to be figured out. Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted March 13, 2023 Author Share Posted March 13, 2023 On 2/26/2023 at 7:15 AM, ngx said: Hi, force rebalancing (I think from version 3.1.7) has made robotic parts very weak. For example, changing the factorForce value from 35 to 7 for the IR Pivotron caused my rovers, which use them in their gear, to become glued to the ground. Reverting back to the original .cfg files solves the problem, but I'm not sure if it's the correct solution. What should I do to make it work properly again? hi, sorry for that... but, there was so much not correct or missing in the old versions that I had to risk to break some existing crafts one thing could also be, that the motor size is undefined my solution for that would be -> create a new rover and try to set those values correctly (maybe you have to try it out... and in case it's impossible, let me know and I can look into this again) and then... try to edit the safe file and modify those values so that they're correct I know, that's not a nice work to do, but I hope the overall experience is better, when it's done On 3/2/2023 at 10:40 AM, Tomsk said: So I'm having a problem when Infernal Robotics Next is installed (3.1.9): all the parts I attach using mirroring, whether IR parts or not, do not mirror properly. The mirrored parts come out upside-down or back-to-front and often totally off center, nowhere near the part they are attached to. Uninstalling Infernal Robotics Next immediately fixes the problem. Is this a known issue or a common conflict with another mod? The mod looks amazing and does exactly what I want, so I'd really like to be able to use it. Thanks. this is fixed in 3.1.10 ... sorry it was caused by the new code that allows you to attach/detach/mirror the parts correctly, even when they are not in a neutral position... with the latest version you should be able to build crafts with pre-rotated parts in all thinkable configurations Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted April 28, 2023 Author Share Posted April 28, 2023 version 3.1.11 is online it fixes all known bugs additionally it adds classes for an LEE (Latching End Effector) and a GF (Grapple Fixture) that can be used instead of the DockingPort... they offer a lot more options Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted August 28, 2023 Author Share Posted August 28, 2023 version 3.1.13 is online it fixes a problem with symmetry and control group handling bugs Quote Link to comment Share on other sites More sharing options...
ngx Posted November 2, 2023 Share Posted November 2, 2023 Hi, is there "issues" section for this mod on github? I couldn't find it. I came across a few bugs and I'd like to report them along with KSP.log file. In short; since version 3.1.12, some(all?) parts are multiplied in IR editor and it looks like they are multiplied every time ship is saved. Parts are also glitching in IR Editor in VAB (maybe also SPH). They are not showing after adding and re-attaching and sometime group names appear empty. Save and reload of the ship usualy helps here, but not with multiplication problem. That multiplication occures also on pre-existing ships (created before version 3.1.12). Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted November 5, 2023 Author Share Posted November 5, 2023 On 11/2/2023 at 3:04 AM, ngx said: Hi, is there "issues" section for this mod on github? I couldn't find it. I came across a few bugs and I'd like to report them along with KSP.log file. In short; since version 3.1.12, some(all?) parts are multiplied in IR editor and it looks like they are multiplied every time ship is saved. Parts are also glitching in IR Editor in VAB (maybe also SPH). They are not showing after adding and re-attaching and sometime group names appear empty. Save and reload of the ship usualy helps here, but not with multiplication problem. That multiplication occures also on pre-existing ships (created before version 3.1.12). There was a problem after changing the system of servo groups. This caused some problems with old ships and savings. The only solution is to delete all groups and rebuild them. But after that you have many more options and it should run more stable. Quote Link to comment Share on other sites More sharing options...
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