Rudolf Meier Posted May 17, 2022 Author Share Posted May 17, 2022 On 5/15/2022 at 4:06 PM, Forked Camphor said: You can use Kerbal Joint Reinforcement NEXT instead (Also works better IMO), practically is the same as KJRC so you wont miss anything. Though I don't know if it will break something with RO/RP-1, it shouldn't that's right... it should work with RO... I never got any feedback reporting problems (for both ... KJR Next and IR Next) Quote Link to comment Share on other sites More sharing options...
Lisias Posted May 18, 2022 Share Posted May 18, 2022 (edited) 7 hours ago, Rudolf Meier said: that's right... it should work with RO... I never got any feedback reporting problems (for both ... KJR Next and IR Next) My experience tells that usually is the other way around the problem. See KSP-Recall developments on a problem on initialising the parts' attachment nodes on some 3rd party add'ons. Edited May 18, 2022 by Lisias removing a not so useful statement. Quote Link to comment Share on other sites More sharing options...
Rodger Posted May 26, 2022 Share Posted May 26, 2022 (edited) I'm getting log spam while a PAW for any IR robotic part is open, in the editor or flight: ItemPrefab for control type 'UI_FloatEditEx' not found. The parts seem to work normally otherwise. Is this a known issue, or do I need to do a proper investigation? Edit: just tested with only IR installed, and it would seem I'm missing all the float edit fields in my main game (funny that). Eg Force, Acceleration, Max Speed, and Min and Max limits, all don't show up in my main game. And just adding in KSPCommunityFixes makes it start again. Not sure what side it needs to be fixed on though. Log in case it's useful: https://gist.github.com/Rodg88/a689bf8f53f445238d666bbfcb196e2c Edited May 26, 2022 by Rodger Quote Link to comment Share on other sites More sharing options...
MashAndBangers Posted May 28, 2022 Share Posted May 28, 2022 I've got part drifting in VAB issue when you save and load And when you go to the pad, it's still like that. Here is my KSP.log: https://web.tresorit.com/l/Vxsq1#p3rnQBnPvhOeYpo8FAqkVg Quote Link to comment Share on other sites More sharing options...
Gotmachine Posted May 29, 2022 Share Posted May 29, 2022 On 5/26/2022 at 6:46 AM, Rodger said: Edit: just tested with only IR installed, and it would seem I'm missing all the float edit fields in my main game (funny that). Eg Force, Acceleration, Max Speed, and Min and Max limits, all don't show up in my main game. And just adding in KSPCommunityFixes makes it start again. Not sure what side it needs to be fixed on though. The issue is that IR tries to copy the stock FloatEdit control prefab to create a custom version of it, but it doesn't find it because KSPCF replace it with a derived type (because it add support for numeric input to the stock control) This could likely be fixed by a one line change in IR, but I will look if I can change how the KSPCF patch work to avoid this. Quote Link to comment Share on other sites More sharing options...
KADC Posted December 30, 2022 Share Posted December 30, 2022 (edited) IR - Next v3.0.7 KSP v1.12.4.3187 I'm using Slidertron rails to give greater range and levelling capability for attached LTR-1 landing legs on uneven terrain. I haven't gotten the kOS auto-levelling script to work yet so I'm extending/retracting them manually with Action Groups. Unfortunately, sometimes (50/50 chance loading the same save file) the rails are resetting to their default unextended state on scene load. Any idea why? Mod conflict (list below)? Something else? (I'll save the log next time it happens.) Spoiler 000_AT_Utils 000_ClickThroughBlocker 000_FilterExtensions 000_FilterExtensions_Configs 000_Harmony 000_TexturesUnlimited 000_Toolbar 000_USITools 001_ToolbarControl 002_CommunityPartsTitles 999_KSP-Recall AdjustableModPanel AdjustmentTool AllYAll AntennaHelper AquilaEnterprises ARPIcons ASET Astrogator AstronomersVisualPack AutoHibernate AutoQuickSaveSystem AviationLights B9PartSwitch BetterBurnTime BetterCrewAssignment BetterKerbol BetterKerbolRescale BetterLoadSaveGame BetterOrderPartsNumbered BetterTimeWarp BurstAtomicThrustModule Bydysawd CameraFocusChanger Chatterer ChromaWorks CommunityCategoryKit CommunityDeltaVMaps CommunityResourcePack ConformalDecals ConstantTWR CrewLight CriticalTemperatureGauge CTTP DatedQuickSaves Diazo DistantObject DockingCamKURS DockRotate DraggableAltimeter DraggableControls DraggableNavball DynamicBatteryStorage EasyVesselSwitch EditorExtensionsRedux EnvironmentalVisualEnhancements EVAEnhancementsContinued EvaFollower ExperimentTracker ExtraDockingPorts Firespitter FlagRotate FMRS FP_DPSoundFX FreeLaunchClamps FruitKocktail GravityTurn IDFlags IndicatorLights IndicatorLightsCommunityExtensions JSI KAS KeepItStraight KerbalChangelog KerbalFoundries KerbalImprovedSaveSystem KerbalInventoryForAll KerbalJointReinforcement KGEx KIS Kopernicus kOS KSP-AVC KSPCommunityFixes KSPWheel KSP_PartVolume LandingHeight MagiCore MagicSmokeIndustries ManeuverNodeEvolved ManeuverQueue MechJeb2 MechJebForAll MK1CabinHatch Mk2Expansion Mk3Expansion ModActions ModularFlightIntegrator ModuleAnimateGenericEffects NavBallDockingAlignmentIndicatorCE NavyFish Nereid NightShift OrbitalTug Parallax Parallax_StockTextures ParkingBrake PartAngleDisplay PartCommanderContinued PartWizard PatchManager PAWRangeBuff PhantomAerospace PlanetInfoPlus PlanetShine PoodsSkyboxes PreciseNode QuantumStrutsContinued QuickMods RCSBuildAid RealPlume RealPlume-Stock RealTimeClock2 ReCoupler RecoveryController ReentryParticleEffectRenewed RemoteTech ResourceMonitors ReStock ReStockPlus RestockRigidLegs RocketSoundEnhancement RocketSoundEnhancementDefault RSSDateTime SCANsat Scatterer ScattererAtmosphereCache ScienceAlert ScienceLabInfo Shabby ShipEffectsContinued ShipManifest Sigma SimpleRepaint SituationModuleInfo SlingShotter SmartParts SmokeScreen SOS SpaceTuxLibrary SpeedUnitAnnex Stock folder: Squad StageRecovery StationKeeping StockDefaultSettings StockWaterfallEffects StoreMyReports SurfaceLights Targetron TextureReplacer ThrottleControlledAvionics TrackingLights TrackingStationAmbientlight TrackingStationEvolved Trajectories TriggerTech TweakScale TweakScaleCompanion UmbraSpaceIndustries VariantPersist VesselView WasdEditorCamera Waterfall WaterfallRestock WaypointManager WhoAmI zFinal_FilterExtensions 999_Scale_Redist.dll KIS-restackibility.cfg.txt ModuleManager.4.2.2.dll ModuleManager.ConfigCache ModuleManager.ConfigSHA ModuleManager.Physics ModuleManager.TechTree S.A.V.E.dat Edited December 30, 2022 by KADC Quote Link to comment Share on other sites More sharing options...
KADC Posted December 30, 2022 Share Posted December 30, 2022 I found the problem and the solution to my previous post: It was vessel "bounce" during scene load being too much for my Force setting. Increasing Force to 6 (for this situation on Mun) for each Slidertron "leg" fixed the problem. Now if someone would just find a way to stop scene loading "bounce" from happening in the first place a lot of similar issues would be prevented. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted December 30, 2022 Share Posted December 30, 2022 10 hours ago, KADC said: I found the problem and the solution to my previous post: It was vessel "bounce" during scene load being too much for my Force setting. Increasing Force to 6 (for this situation on Mun) for each Slidertron "leg" fixed the problem. Now if someone would just find a way to stop scene loading "bounce" from happening in the first place a lot of similar issues would be prevented. Have you tried WorldStabilizer mod ? Highly recommended. Quote Link to comment Share on other sites More sharing options...
KADC Posted December 30, 2022 Share Posted December 30, 2022 22 minutes ago, kcs123 said: Have you tried WorldStabilizer mod ? Highly recommended. I only (mostly) installed mods from the CKAN compatibility list and the most recent version of WorldStabilizer is from KSP v1.8, but I see from the newer WorldStabilizer topic comments it works fine in KSP v1.12 so I'm installing it now. Of course, I would have tried it anyway since you've mentioned it, but it's nice to know others have already tested it's compatible. Thanks in advance for the suggestion and (presumably) solution to my random bouncing woes. Hopefully this will fix my Parking Brake disengaging on load problem as well -- my landed mining craft was "walking" itself downhill on scene changes as well as forcing my Slidertrons to retract when it didn't fall over entirely. Quote Link to comment Share on other sites More sharing options...
Emperor of Ilve Posted January 3, 2023 Share Posted January 3, 2023 I'm having a consistent problem where when I dock my mobile crane to another craft, that the parts will extend/fold all over the place and often into the ground, causing the whole system to launch into the air and be completely busted. Weirdly, this doesn't happen the first time I dock the crane to another object, it happens the second time I dock to an object and onwards. It affects basically every part. I thought it was an issue with robotics in general but the DLC robotics don't reproduce this glitch Loading a save will also result in the same glitch, even if I reset the parts back to their pre-launch position, and using vessel mover will also force these parts into those positions, but placing/dropping the vessel from vessel mover will free the parts and the parts will slowly move back to their original position. (Image shows one example of what happens) Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted January 3, 2023 Share Posted January 3, 2023 3 hours ago, Emperor of Ilve said: I'm having a consistent problem where when I dock my mobile crane to another craft, that the parts will extend/fold all over the place and often into the ground, causing the whole system to launch into the air and be completely busted. Weirdly, this doesn't happen the first time I dock the crane to another object, it happens the second time I dock to an object and onwards. It affects basically every part. I thought it was an issue with robotics in general but the DLC robotics don't reproduce this glitch Loading a save will also result in the same glitch, even if I reset the parts back to their pre-launch position, and using vessel mover will also force these parts into those positions, but placing/dropping the vessel from vessel mover will free the parts and the parts will slowly move back to their original position. I have issues with IR that seem related to this. It seems fundamental in some way but I don't know enough to understand: the robotics *really* want to be at their home position. For example say you set a Gantry to Maximum, then pickup that part-- it will reset itself to 0 (Center). Another example is if you pickup an extended piston, it sometimes moves it's "home node" to the "extension node" (again I don't know what these are called :p). You can work around this if you know it's going to happen, but it definitely makes some things that are simple become very complex. It's my only real issue with IR, because otherwise it outperforms Stock Robotics in Force, Stability, Joint Strength, Part Civersity etc. It certainly could be some incompatibility, but I've had these issues since early-early-early IR which makes me think it's just extremely difficult to fix this. Perhaps akin to how difficult it was for Lisias to make TweakScale so well patched. Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 4, 2023 Author Share Posted January 4, 2023 16 hours ago, ElonsMusk said: I have issues with IR that seem related to this. It seems fundamental in some way but I don't know enough to understand: the robotics *really* want to be at their home position. For example say you set a Gantry to Maximum, then pickup that part-- it will reset itself to 0 (Center). Another example is if you pickup an extended piston, it sometimes moves it's "home node" to the "extension node" (again I don't know what these are called :p). You can work around this if you know it's going to happen, but it definitely makes some things that are simple become very complex. It's my only real issue with IR, because otherwise it outperforms Stock Robotics in Force, Stability, Joint Strength, Part Civersity etc. It certainly could be some incompatibility, but I've had these issues since early-early-early IR which makes me think it's just extremely difficult to fix this. Perhaps akin to how difficult it was for Lisias to make TweakScale so well patched. interesting... I will try to reproduce this... if you say "pick up", do you mean "docking" ? @Emperor of Ilve @ElonsMusk ... I will investigate the problem you reported, but just as a side note... yesterday I did upload a new beta version (3.1.0) to GitHub Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted January 4, 2023 Share Posted January 4, 2023 Apologies I meant in the VAB/SPH. When you pickup a part you're building with. Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 4, 2023 Author Share Posted January 4, 2023 1 hour ago, ElonsMusk said: Apologies I meant in the VAB/SPH. When you pickup a part you're building with. oh, that... yes, I know... but, I have some ideas to solve it 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...
stk2008 Posted January 9, 2023 Share Posted January 9, 2023 I get a warning that there is multiple versions of scale.redist because you have a scale.dll file inside this mod. I am under the impression this should not be the case? Thanks Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted January 9, 2023 Share Posted January 9, 2023 On 1/6/2023 at 10:40 AM, Rudolf Meier said: 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"... For those with the expansion packs, is it possible to add a check that detects their presence and adds all the IR parts to the stock Robotics category? Would be handy, but obviously not terribly important/crucial. I got the same error as stk2008 about multiple versions of scale_redist, perhaps because I have tweakscale installed as well; removing both scale .dlls from IR does not seem to cause problems *if* tweakscale is installed alongside, at least for now... Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 9, 2023 Author Share Posted January 9, 2023 2 hours ago, AccidentalDisassembly said: For those with the expansion packs, is it possible to add a check that detects their presence and adds all the IR parts to the stock Robotics category? Would be handy, but obviously not terribly important/crucial. That's possible... the only question is, if I should do that. Or if it's better to keep it separated... I'm not sure. Would be interesting to hear what users think. 4 hours ago, stk2008 said: I get a warning that there is multiple versions of scale.redist because you have a scale.dll file inside this mod. I am under the impression this should not be the case? True, shouldn't be the case. I try to solve this. Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 13, 2023 Author Share Posted January 13, 2023 (edited) v3.1.3 is online and on ckan it is marked as release and it is the next step in kerbal robotics with many new or improved features like sun tracking or improved rotor mode, more precise movements and much more @AccidentalDisassembly I added an option to use the stock "robotics" category instead of our IR category in the VAB... add "useStockCategory" and set it to "true" in the config.xml if you want to activate this option @stk2008 the TweakScale problem is also solved now... we don't need this dll anymore Edited January 13, 2023 by Rudolf Meier Quote Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted January 13, 2023 Share Posted January 13, 2023 1 hour ago, Rudolf Meier said: v3.1.3 is online and on ckan it is marked as release and it is the next step in kerbal robotics with many new or improved features like sun tracking or improved rotor mode, more precise movements and much more @AccidentalDisassembly I added an option to use the stock "robotics" category instead of our IR category in the VAB... add "useStockCategory" and set it to "true" in the config.xml if you want to activate this option @stk2008 the TweakScale problem is also solved now... we don't need this dll anymore Cool, thank you! Quote Link to comment Share on other sites More sharing options...
ElonsMusk Posted January 13, 2023 Share Posted January 13, 2023 Sun tracking?? Why did I check this thread before bed now I have to wait until tomorrow. Really excited about this.. Quote Link to comment Share on other sites More sharing options...
dok_377 Posted January 13, 2023 Share Posted January 13, 2023 @Rudolf Meier There's is a long standing bug with the scaling of robotics that makes parts attached to them drift out of place after a save-reload. Steps to reproduce: 1. Take a robotic part, attach it and rescale it (only affects rescaled parts it seems like). 2. Take another part and node attach (only nodes drift) it to the robotic part. 3. Offset the part that you just attached (as far as I know, it only happens with offset). 4. Save the craft and reload it. The part will drift closer to the original node position with each save-reload. Video demo: https://youtu.be/L8UXHnGJBNw KSP.log: https://drive.google.com/file/d/1g0QnmtEnM9VkaZEKworv1lC4IWE1s5ml Player.log: https://drive.google.com/file/d/1438mkqMCSKeWgUdjUtFuGBtduh4AwqyE Also you might want to check out a couple of pages for Kerbal Foundries forum, a fix for a similar node issue on scaled parts was found and fixed. It might help in finding the bug in IF. The conversation roughly starts here: Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted January 13, 2023 Author Share Posted January 13, 2023 2 hours ago, dok_377 said: @Rudolf Meier There's is a long standing bug with the scaling of robotics that makes parts attached to them drift out of place after a save-reload. thanks a lot for the report... I had an other problem and the fix for that fixed this one also ... so, this will be in the next version Quote Link to comment Share on other sites More sharing options...
dok_377 Posted January 13, 2023 Share Posted January 13, 2023 9 minutes ago, Rudolf Meier said: this will be in the next version Oh, that's fantastic. I wanted to report this bug for a long time, but considered this mod abandoned as I didn't see any activity. Good to see it still being actively developed, especially because Squad's robotics can sometimes be a bit unreliable. Quote Link to comment Share on other sites More sharing options...
Clayel Posted January 17, 2023 Share Posted January 17, 2023 (edited) @Rudolf Meier I've been having a very consistent bug show up will all moving parts within this mod. They always work fine in the vehicle assembly building, but about half the time when it is being used outside of the assembly building the part will get stuck on something and not move to its target position. This has been happening for at least a few months, and happens with basically every moving part I could find, I just happened to use the pivotron in the video. Reloading the save does not fix the bug. Can this be fixed? Update: Removing kerbal joint reinforcement and rejoining the game does not fix this bug either. KSP.log: https://drive.google.com/file/d/19xG6f6kCpqBvsAlpO4TbA0fwd8psKyKo/view?usp=share_link Player.log: https://drive.google.com/file/d/1ZXnxk7X2nnQbIt45NorUPaLtoRUFD_UD/view?usp=share_link Video of Bug: https://streamable.com/urnz9r Edited January 17, 2023 by Clayel Quote Link to comment Share on other sites More sharing options...
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