ZodiusInfuser Posted July 14, 2019 Share Posted July 14, 2019 58 minutes ago, mindseyemodels said: installed the mod but none of the parts were in my parts list... what can I do? does it require a core mod or something? Can you see a Robotic part tab (not the DLC one though)? If so then that's a sign that the MagicSmokeIndustries folder is in the wrong location. It should be in the GameData folder (same as Squad and SquadExpansion). Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted July 14, 2019 Share Posted July 14, 2019 (edited) 21 minutes ago, ZodiusInfuser said: Can you see a Robotic part tab (not the DLC one though)? If so then that's a sign that the MagicSmokeIndustries folder is in the wrong location. It should be in the GameData folder (same as Squad and SquadExpansion). cannot see the tab and I had to delete magic smoke industries in order to install this mod on ckan... how do I get both installed at the same time? edit: after trying everything it seems that magic smoke industries and this mod are absolutely incompatible... I try deleting file after file to fix overwrites but nothing changes Edited July 14, 2019 by mindseyemodels Quote Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted July 14, 2019 Share Posted July 14, 2019 1 hour ago, mindseyemodels said: cannot see the tab and I had to delete magic smoke industries in order to install this mod on ckan... how do I get both installed at the same time? edit: after trying everything it seems that magic smoke industries and this mod are absolutely incompatible... I try deleting file after file to fix overwrites but nothing changes MagicSmokeIndustries IS Infernal Robotics - Next. No idea what previous version you had installed, nor why CKAN complained. Do you have InnerLock installed perhaps, as that too creates a MagicSmokeIndustries folder. All I can suggest is deleting the folder again then have CKAN put IR Next in again. Quote Link to comment Share on other sites More sharing options...
mindseyemodels Posted July 15, 2019 Share Posted July 15, 2019 3 hours ago, ZodiusInfuser said: MagicSmokeIndustries IS Infernal Robotics - Next. No idea what previous version you had installed, nor why CKAN complained. Do you have InnerLock installed perhaps, as that too creates a MagicSmokeIndustries folder. All I can suggest is deleting the folder again then have CKAN put IR Next in again. deleting WHICH folder? because otherwise I wont know... also I do not have inner lock(never heard of that mod til now honestly) Quote Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted July 15, 2019 Share Posted July 15, 2019 5 hours ago, mindseyemodels said: deleting WHICH folder? because otherwise I wont know... also I do not have inner lock(never heard of that mod til now honestly) Delete MagicSmokeIndustries then let CKAN install IR next again. Quote Link to comment Share on other sites More sharing options...
Semaj97 Posted July 25, 2019 Share Posted July 25, 2019 Wow, I've been using KSP 1.3.1 just to use IR for ages now, glad to see somebody revived it. On another note though, the aesthetic is apparently the same, any plans on improvement there or nah? Quote Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted July 25, 2019 Share Posted July 25, 2019 2 minutes ago, Semaj97 said: Wow, I've been using KSP 1.3.1 just to use IR for ages now, glad to see somebody revived it. On another note though, the aesthetic is apparently the same, any plans on improvement there or nah? Thanks! Sadly, the aesthetics are unlikely to change. This is in part due to my limited spare time, but also me not being a texture artist. So if they were ever going to get stock-alike textures (the models themselves are fine) it would be because someone joined our team for that specific purpose as there are a lot of parts to do. I would really like to see this happen one day though! Quote Link to comment Share on other sites More sharing options...
LtChambers Posted October 9, 2019 Share Posted October 9, 2019 Does anybody else get crashes when resizing stackable extendatrons that are in a stack? Especially when going down in size. Quote Link to comment Share on other sites More sharing options...
kcs123 Posted October 9, 2019 Share Posted October 9, 2019 1 hour ago, LtChambers said: Does anybody else get crashes when resizing stackable extendatrons that are in a stack? Especially when going down in size. I didn't have those, but tweakscale was changed a lot lately and there was some issues with scaling certain parts in past, but those should be solved by now. But, again, tweakscale was changed a lot recently, so something may or may not be borked. You should provide log files and MM cache files, so everyone will be able to help you sooner. Could be issue with IR or Tweakscale or strange interactions between two. You can find better info how to find log files in this thread: Once you provide those, @Rudolf Meier or @Lisias might be able to tell better what is going on. Quote Link to comment Share on other sites More sharing options...
Lisias Posted October 10, 2019 Share Posted October 10, 2019 5 hours ago, LtChambers said: Does anybody else get crashes when resizing stackable extendatrons that are in a stack? Especially when going down in size. What @kcs123 said above, with a small remark: I got some issues on scaling the stackables up when stacked - they got displaced from where they should be. Our problems can be related. I'm also checking these things from my side, just to be on the safe side. I didn't changed anything that I think would inject this behaviour, but yet, i can be wrong and I'm playing too few times on the last months to be sure about this issue. Publish the KSP.log and ConfigCache (I don't mind here or in TweakScale thread - just ping my name here if you choose to do it here). Quote Link to comment Share on other sites More sharing options...
Rudolf Meier Posted October 13, 2019 Author Share Posted October 13, 2019 On 10/10/2019 at 1:26 AM, kcs123 said: Once you provide those, @Rudolf Meier or @Lisias might be able to tell better what is going on. sorry for beeing absent so long in IR we try not to use TweakScale anymore, that's because many wanted to use IR, but didn't want to install TweakScale (as far as I have understood this, it's because they think that this would be cheating) but, for the problem... what kind of crash do you see? in the past we had problems with some parts when scaling to too small... but only in the calculation of forces Quote Link to comment Share on other sites More sharing options...
nelso Posted October 15, 2019 Share Posted October 15, 2019 Thank you so much for updating for recent KSP versions. This is probably a common story, but I used IR around 2014 and accidentally upgraded KSP after wanting to play again, so the old mods no longer worked, and wasn't able to downgrade to a compatible version for the mods. I would've given up getting KSP up and running again if you hadn't got this working for the current version. Just a clip of using the new IR, rebuilt a plane I made in 2014 with new 2019 parts https://streamable.com/rflju Quote Link to comment Share on other sites More sharing options...
nelso Posted October 23, 2019 Share Posted October 23, 2019 I modeled a real reaction wheel setup using IR, one I saw in a scott manley video to understand reaction wheels better. Used a rotatron to spin the wheels, and joint pivotron to change their axis of rotation. When the joint pivotrons rotate, it greatly changes the angular momentum of the wheels, which is transferred into the rest of the craft in the opposite direction. As in scott manley's video, there are 2 for balance. I think in practice they'd set it up a lot differently. It's possible to see how they can be saturated. By the way, I have noticed this in a few builds, when I have multiple IR components bound to a key using the IR editor window, it slows down the framerate a lot when pressing the keys. It's visible in the video. https://streamable.com/uo7va Quote Link to comment Share on other sites More sharing options...
Waz Posted November 9, 2019 Share Posted November 9, 2019 CKAN lists this mod as supporting "any" KSP version. That doesn't seem correct. Is the CKAN data for it maintained by the mod author, or someone else? Quote Link to comment Share on other sites More sharing options...
JSArrakis Posted December 11, 2019 Share Posted December 11, 2019 So I've googled a bunch of things but I cant seem to find a solution to get the joints to function outside of the VAB. They hang there limply when i disengage the locks. I have plenty of power on board so I'm not sure what the issue is. I've set up action groups and I've tried controlling the servo groups from the toolbar window with no luck Quote Link to comment Share on other sites More sharing options...
kcs123 Posted December 11, 2019 Share Posted December 11, 2019 11 hours ago, JSArrakis said: So I've googled a bunch of things but I cant seem to find a solution to get the joints to function outside of the VAB. They hang there limply when i disengage the locks. I have plenty of power on board so I'm not sure what the issue is. I've set up action groups and I've tried controlling the servo groups from the toolbar window with no luck What structural parts you have used between IR parts ? You must ensure that those parts allows fuel crossfeed. That property is not only for fuel but also for electricity. For example, I beams does not allow crossfeed, but truss allows it. You also have to ensure that your craft have control probe as minimum and enough battery or battery + EC generator(solar panel, RTG...). Also, there is two different IR parts. Controlable and uncontrolable. Controlable parts are using motors to allow moving to desired directions while uncontroled parts allows free moving by help of outside forces, like gravity or air drag etc. Picture of craft with opened PAW that is used on craft can help to find out what is issue in your case. Quote Link to comment Share on other sites More sharing options...
JSArrakis Posted December 11, 2019 Share Posted December 11, 2019 3 hours ago, kcs123 said: What structural parts you have used between IR parts ? You must ensure that those parts allows fuel crossfeed. That property is not only for fuel but also for electricity. For example, I beams does not allow crossfeed, but truss allows it. You also have to ensure that your craft have control probe as minimum and enough battery or battery + EC generator(solar panel, RTG...). Also, there is two different IR parts. Controlable and uncontrolable. Controlable parts are using motors to allow moving to desired directions while uncontroled parts allows free moving by help of outside forces, like gravity or air drag etc. Picture of craft with opened PAW that is used on craft can help to find out what is issue in your case. I'll update with a picture when I get home, but after I realized my original design wasnt working (and before I posted), I created a litmus test by sticking the joint directly against a fuel tank of a lander that I know functions with a small structural arm attached on the other end, just to test out exactly what you are describing. I received the same result after I unlocked the joint. I'm pretty sure the joint I'm using is this after looking at the parts pictures while I'm not at my computer. I'm assuming it's a powered joint. It's the first one in the tech tree I've unlocked from IR, the robotron and pivotron are the only ones available to me for now. I also have access to the G-00 joint: https://wiki.kerbalspaceprogram.com/wiki/G-00_Hinge The G-00 joint works correctly when placed in the same location, but I'd prefer to use IR joints, especially in future projects Quote Link to comment Share on other sites More sharing options...
kcs123 Posted December 12, 2019 Share Posted December 12, 2019 19 hours ago, JSArrakis said: I'm pretty sure the joint I'm using is this after looking at the parts pictures while I'm not at my computer. I'm assuming it's a powered joint. It's the first one in the tech tree I've unlocked from IR, the robotron and pivotron are the only ones available to me for now. That same looking part comes in two variations. Uncontroled and powered. IIRC, first one that is available to unlock is uncontroled variant, but I speak from top of my head about it, so take this info with grain of salt. If G-00 hinge part works properly, others should work too. I'm pretty sure that you are using uncontroled part by mistake. You can try to create similar craft in sandbox game with all parts unlocked, so you can see difference by yourself. It is hard to tell from look of the part is it powered or not, you need to pay attention on part name and description. Quote Link to comment Share on other sites More sharing options...
JSArrakis Posted December 18, 2019 Share Posted December 18, 2019 When I got home, I looked at the part and it was an uncontrolled hinge. So my bad, and thanks for the help! Quote Link to comment Share on other sites More sharing options...
kcs123 Posted December 18, 2019 Share Posted December 18, 2019 1 hour ago, JSArrakis said: When I got home, I looked at the part and it was an uncontrolled hinge. So my bad, and thanks for the help! No worries, it is easy to create such mistake and it is even easier to fix, so less things for Rudolf to worry about. Quote Link to comment Share on other sites More sharing options...
MozillaFirefox Posted January 6, 2020 Share Posted January 6, 2020 is this compatible with 1.8? I know it wasnt updated but does it work? Quote Link to comment Share on other sites More sharing options...
MrCheeseDoodle Posted January 7, 2020 Share Posted January 7, 2020 Whenever I dock a rocket to the utilitron grabber and then exit the game and come back it doesn't allow me to undock it. If I stay in that game it allows me to undock and dock as much as i want. Please help. Quote Link to comment Share on other sites More sharing options...
AnFa Posted January 21, 2020 Share Posted January 21, 2020 The parts are not moving in live play. They move just fine when I'm in the VAB, but as soon as I step out of it, I can't move them anymore Quote Link to comment Share on other sites More sharing options...
kcs123 Posted January 21, 2020 Share Posted January 21, 2020 15 hours ago, AnFa said: The parts are not moving in live play. They move just fine when I'm in the VAB, but as soon as I step out of it, I can't move them anymore You may have same issue as JSArrakis. Just couples of posts above: Provide a bit more info, so we can narrow down what might be issue on your side. Quote Link to comment Share on other sites More sharing options...
AnFa Posted January 22, 2020 Share Posted January 22, 2020 (edited) 8 hours ago, kcs123 said: You may have same issue as JSArrakis. Just couples of posts above: Provide a bit more info, so we can narrow down what might be issue on your side. I'm running KSP 1.8.1, I have the 2 DLCs, and no matter what I click or set, no a single part from this mod moves. When I go to the "Edit groups" part, and can see the current position, this is what it shows whenever I click to move it (as you will notice, it keeps cycling). They are not locked, they have power connected to them, they are connected directly to the probe core and whenever. Edited January 22, 2020 by AnFa gif link Quote Link to comment Share on other sites More sharing options...
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