TbirdMan Posted April 12, 2014 Share Posted April 12, 2014 this is just an out there idea, but could the joint be thinking there is the mass of a pod on both sides of the hinge? so as it extends it see a phantom mass on the hinge shifting the CG and making it want to roll over on it's side, but having no collision box there it just rotates about its new COM? i know it is a long shot, but thought I would throw it out there. Link to comment Share on other sites More sharing options...
illectro Posted April 12, 2014 Share Posted April 12, 2014 Just a little update. We are hopefully getting close. We (credit goes to the person helping actually! dude has been a life saver as my free time is short) have the parts moving in the right direction but there's a mysterious force playing havoc with the joints causing them to go haywire. Fun to watch, sucks to use.Glad to hear some progress is being made, this is one of my favourite KSP mods, it's pretty much essential to my current series. Link to comment Share on other sites More sharing options...
Prowler_x1 Posted April 12, 2014 Share Posted April 12, 2014 KSP is just not the same without this mod. What good is traveling to other planets if you have no mechanics or robotic assistance. To put it plain and simple KSP without this mod is like a repairman without any tools, or a taxi driver without any change. "simply worth-less". Link to comment Share on other sites More sharing options...
GentlemanJack Posted April 12, 2014 Share Posted April 12, 2014 Oh boy i cant wait till this mod is fixed. On my list of top 3 favorite mods. Take your time Sirkut, i love this mod. Link to comment Share on other sites More sharing options...
JayCheetah Posted April 12, 2014 Share Posted April 12, 2014 KSP is just not the same without this mod. What good is traveling to other planets if you have no mechanics or robotic assistance. To put it plain and simple KSP without this mod is like a repairman without any tools, or a taxi driver without any change. "simply worth-less".completly agree on this.KSP is a great game, but it lacks so much. Wish Squad would focus on things like this instead of MP..Hopefully this great mod will be working again soon. Link to comment Share on other sites More sharing options...
ProbeIke Posted April 12, 2014 Share Posted April 12, 2014 completly agree on this.KSP is a great game, but it lacks so much. Wish Squad would focus on things like this instead of MP..Hopefully this great mod will be working again soon.Related to something that infernal robotics makes really amazing, if any of you are familiar with Raster Prop Mod for functional displays on IVA, you can combine it with Probe Control Room (sorry no links I'm bad at formatting) to make an advanced probe control room, then hook up external cameras to IR-controlled robotics motors so you have working masts like those on the Mars rovers. It's super cool, but now my poor rovers are broken... Link to comment Share on other sites More sharing options...
viperwolf Posted April 13, 2014 Share Posted April 13, 2014 Sirkut, its good to see your keeping this mod going. Hope the RL is going ok. I agree with everyone, this mod is essential to some good KSP creativity and function. i consider Squad a decent bunch of DEVS. Compared to most the other games out there. But i dont understand why they dont focus more on the things that people are using. Like this mod, NASA cant do anything without robotic assistance in some way. They should adapt this into the game and pay you and the original creator for your time. I know i will get scalded for this,(yes i know who it is) but you have taken this mod way beyond the original creator. Your setup is better than damned Robotics, without question. And you listen to what people want, that is something that should be respected. Anyway good job, and thanks. Looking forward to using this mod again. Link to comment Share on other sites More sharing options...
VaporTrail Posted April 13, 2014 Share Posted April 13, 2014 That video of the hinge also reminds me a lot of behavior of "strutted" joints. Had quite a few problems with those when I used Quantum Struts several months ago.Question: Does the force balance out when symmetry is applied to the hinge? Basically, if you put two hinges in 2x symmetry on the top of the can, do you still get weird forces, or are the forces canceled. Not sure what this kind of thing reveals, but the experiment might be helpful in tracking down exactly what is going on. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 13, 2014 Share Posted April 13, 2014 Forgive me for a silly suggestion, but why not ask Squad for help/pointers? They're the ones who changed the attachment rules (apparently, along with help from ferram) and everything - if anyone knows what changes were made and how they'd affect IR, it'd be the devs themselves.. Why not seek help from them? Just a little thought that's been going round my mind for a few days.EDIT: By Squad, I mean the makers and devs of KSP i.e. Harvester et al. Link to comment Share on other sites More sharing options...
736 Posted April 13, 2014 Share Posted April 13, 2014 You guys need to see how hard it is to update something like this; some of you are like "update this now!" but in reality, he has to pretty much re-write the whole plugin code because some code changes in 23.5 affected the way Infernal Robotics runs. Not all updates change the code this much, if you're wondering why sometimes mods update fast. Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 13, 2014 Share Posted April 13, 2014 (edited) You guys need to see how hard it is to update something like this; some of you are like "update this now!" but in reality, he has to pretty much re-write the whole plugin code because some code changes in 23.5 affected the way Infernal Robotics runs. Not all updates change the code this much, if you're wondering why sometimes mods update fast.Doesn't make the absence of it any less sad. I'll just sit and hope. Unless a donate button materializes. In which case I'd pitch in some money. It's worth it. This mod is practically like it's own expansion pack for KSP, right up there with the level of game-changing awesome as Interstellar, B9, or FAR.Hell, I even subscribed to this thread. And I never do that, on any forum. Though I guess I can't say that anymore. Edited April 13, 2014 by phoenix_ca Link to comment Share on other sites More sharing options...
omgnull Posted April 13, 2014 Share Posted April 13, 2014 (edited) Hey, sirkut. This is good plugin so can't just walk through.I've forked forgoten repo (https://github.com/sirkut/InfernalRobotics), update to 0.12 and made some changes as BGog42 says to https://github.com/omgnull/InfernalRobotics. Most of things returns to live, some probem still exists - could not get valid pivot vector for IR_HingeTall while stack on side. Also some parts cfg need to be tuned for "translateAxis" and "rotateAxis". Source and compiled version included, PR can be done if needed. Glad if I can help. Edited April 13, 2014 by omgnull Link to comment Share on other sites More sharing options...
Madman_Andre Posted April 13, 2014 Share Posted April 13, 2014 Doesn't make the absence of it any less sad. I'll just sit and hope. Unless a donate button materializes. In which case I'd pitch in some money. It's worth it. This mod is practically like it's own expansion pack for KSP, right up there with the level of game-changing awesome as Interstellar, B9, or FAR.Hell, I even subscribed to this thread. And I never do that, on any forum. Though I guess I can't say that anymore.If I see a donate button I too would contribute. This is one of those mods that changes the fundamentals of gameplay, along with TAC, Kethane, KER and FAR. Link to comment Share on other sites More sharing options...
sirkut Posted April 13, 2014 Author Share Posted April 13, 2014 Hey, sirkut. This is good plugin so can just walk through.I've forked forgoten repo (https://github.com/sirkut/InfernalRobotics), update to 0.12 and made some changes as BGog42 says to https://github.com/omgnull/InfernalRobotics. Most of things returns to live, some probem still exists - could not get valid pivot vector for IR_HingeTall while stack on side. Also some parts cfg need to be tuned for "translateAxis" and "rotateAxis". Source and compiled version included, PR can be done if needed. Glad if I can help.Hey. I'll take a look as soon as I get a moment to the computer. I may place a paypal donate button later tonight. Link to comment Share on other sites More sharing options...
rottielover Posted April 13, 2014 Share Posted April 13, 2014 So I downloaded omgnull's fix pack. It works, the only issue I had was the axis were incorrect on the all the parts I tried. Examples, the 90deg hinge rotated around like a rotatron instead of flexing like an elbow joint. The pistons moved side to side instead of in/out, and the rototron flexed like a hinge instead of rotating. However, otherwise they worked "correctly" that is to say the GUI worked to change speeds, and the parts moved as they "should" for the actions they were doing.I even used it with nothke's dromonman (sp?) pack and same thing, they work, but they move in the incorrect axis.I hope this helps out Link to comment Share on other sites More sharing options...
sirkut Posted April 13, 2014 Author Share Posted April 13, 2014 So I downloaded omgnull's fix pack. It works, the only issue I had was the axis were incorrect on the all the parts I tried. Examples, the 90deg hinge rotated around like a rotatron instead of flexing like an elbow joint. The pistons moved side to side instead of in/out, and the rototron flexed like a hinge instead of rotating. However, otherwise they worked "correctly" that is to say the GUI worked to change speeds, and the parts moved as they "should" for the actions they were doing.I even used it with nothke's dromonman (sp?) pack and same thing, they work, but they move in the incorrect axis.I hope this helps outActually that does help. I'll be looking at this later today when I'm free. I check the forums periodically (on my phone) but hopefully this will work. If it does I owe ogmnull a beer. Link to comment Share on other sites More sharing options...
Joelthefrog1 Posted April 13, 2014 Share Posted April 13, 2014 Is there a way to disable the motors on hinges? I have a rover idea in mind, but it'd work best with a freefloating hinge... Link to comment Share on other sites More sharing options...
loppnessmonsta Posted April 13, 2014 Share Posted April 13, 2014 everything's broken right now so no prolly not. but once it's fixed there is a set of free-floating rotatrons that you should be able to use. i'm assuming you want to do something like an articulated body. you could set the rotatrons up to serve in a fashion similar to the 5th wheel of a tractor-trailer. Link to comment Share on other sites More sharing options...
rottielover Posted April 13, 2014 Share Posted April 13, 2014 Actually that does help. I'll be looking at this later today when I'm free. I check the forums periodically (on my phone) but hopefully this will work. If it does I owe ogmnull a beer.of course I should have added that these tests were quick and only on the launch pad Link to comment Share on other sites More sharing options...
r40k Posted April 13, 2014 Share Posted April 13, 2014 My 90 degree hinge misplaced and rotated in wrong direction. I've tried to change rotationAxis parameter and was able to make it rotate right, but i do not know hot fix misplacement.Here's my GameData. I suspect the misplacement bug caused by Joints Reinforced.D:\Steam\SteamApps\common\Kerbal Space Program\GameData>dir Volume in drive D has no label. Volume Serial Number is 40B9-4D51 Directory of D:\Steam\SteamApps\common\Kerbal Space Program\GameData04/13/2014 11:18 PM <DIR> .04/13/2014 11:18 PM <DIR> ..04/02/2014 11:31 PM <DIR> 000_Toolbar12/29/2013 07:43 PM <DIR> ActionGroupManager04/10/2014 02:52 AM <DIR> ActiveTextureManagement04/02/2014 06:23 AM <DIR> AdvancedAnimator04/02/2014 03:50 AM <DIR> AutoSave01/09/2014 08:08 AM 3,523 B9CtrlSurfaceFix.cfg04/03/2014 07:55 AM 115 B9LandingGearFix.cfg04/03/2014 08:35 AM 497 B9LandingLegsFix.cfg10/20/2013 10:48 PM <DIR> B9_Aerospace01/03/2014 04:26 AM <DIR> BeastlyScience02/27/2014 10:48 PM <DIR> BoJaN04/02/2014 09:20 AM <DIR> BoulderCo04/05/2014 07:47 PM <DIR> CustomBiomes03/30/2014 08:39 AM <DIR> Diazo03/04/2014 02:50 AM <DIR> DistantObject03/29/2014 03:39 AM <DIR> DMagic Orbital Science04/02/2014 04:23 PM <DIR> EditorExtensions04/05/2014 12:40 AM <DIR> Engineer04/05/2014 12:26 AM <DIR> EnhancedNavBall04/02/2014 12:10 PM <DIR> EnvironmentalVisualEnhancements04/03/2014 08:07 AM <DIR> ExsurgentEngineering04/11/2014 11:18 PM <DIR> FerramAerospaceResearch04/03/2014 08:13 AM <DIR> Firespitter03/26/2014 04:12 PM <DIR> Goodspeed04/13/2014 11:18 PM <DIR> InfernalRobotics04/05/2014 08:02 PM <DIR> Keramzit10/28/2013 02:44 AM <DIR> KerbalJointReinforcement10/10/2013 10:03 PM <DIR> KineTechAnimation04/02/2014 02:03 AM <DIR> KSPX04/06/2014 08:56 PM <DIR> MechJeb212/29/2013 11:45 PM 16,384 ModuleManager_1_5_6.dll04/04/2014 02:10 AM <DIR> NASAmission12/09/2013 01:46 AM <DIR> NothkeSerCom04/06/2014 05:04 PM <DIR> NovaPunch204/05/2014 05:50 PM <DIR> OpenResourceSystem10/18/2013 02:27 AM <DIR> PartHighlighter04/05/2014 09:44 PM <DIR> RCSBuildAid04/10/2014 01:29 AM <DIR> RemoteTech210/10/2013 10:03 PM <DIR> ResGen04/13/2014 01:53 AM <DIR> Romfarer04/07/2014 12:52 AM <DIR> SCANsat10/17/2013 06:16 PM <DIR> SelectRoot04/04/2014 02:10 AM <DIR> Squad04/08/2014 01:46 AM <DIR> Stock Rebalance04/05/2014 01:18 AM <DIR> ThunderAerospace04/14/2014 12:57 AM 2,350 toolbar-settings.dat04/05/2014 05:50 PM <DIR> TreeLoader04/04/2014 02:16 PM <DIR> TriggerTech04/10/2014 03:13 AM <DIR> TweakableEverything01/09/2014 08:08 AM 839 update-aero-parts.rb Link to comment Share on other sites More sharing options...
omgnull Posted April 13, 2014 Share Posted April 13, 2014 So I downloaded omgnull's fix pack. It works, the only issue I had was the axis were incorrect on the all the parts I tried. Examples, the 90deg hinge rotated around like a rotatron instead of flexing like an elbow joint. The pistons moved side to side instead of in/out, and the rototron flexed like a hinge instead of rotating. However, otherwise they worked "correctly" that is to say the GUI worked to change speeds, and the parts moved as they "should" for the actions they were doing.I even used it with nothke's dromonman (sp?) pack and same thing, they work, but they move in the incorrect axis.I hope this helps outAs i say before to make correct axis work you need to tune in the corresponding cfg file part section value with name "translateAxis" or "rotateAxis". Link to comment Share on other sites More sharing options...
Deceptus Posted April 13, 2014 Share Posted April 13, 2014 As i say before to make correct axis work you need to tune in the corresponding cfg file part section value with name "translateAxis" or "rotateAxis".Nice work, ogm. My 90 degree hinge misplaced and rotated in wrong direction. I've tried to change rotationAxis parameter and was able to make it rotate right, but i do not know hot fix misplacement.For example, the VTOL rotatron is supposed to rotate, not flex. In the config, it says rotateAxis = 0, -1, 0 but to work properly, it would be rotateAxis = -1, 0, 0 Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted April 14, 2014 Share Posted April 14, 2014 Surely it would be better to remap the current cfg axes onto whatever the joints now use? IMO the values in the cfg should be consistent with the axes in the unity scenes of the parts, i.e if I model a part to have a z axis rotation as viewed in unity I should set a value of 0 0 1 in the cfg (assuming x y z): Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 14, 2014 Share Posted April 14, 2014 But...if it works... Link to comment Share on other sites More sharing options...
Deceptus Posted April 14, 2014 Share Posted April 14, 2014 Surely it would be better to remap the current cfg axes onto whatever the joints now use? IMO the values in the cfg should be consistent with the axes in the unity scenes of the parts, i.e if I model a part to have a z axis rotation as viewed in unity I should set a value of 0 0 1 in the cfg (assuming x y z):Normally, I would agree, but this was a quick test on one part, and was the first edit (assuming x, y, z) made. Does it make sense? Probably not, but it works. Link to comment Share on other sites More sharing options...
Recommended Posts