sirkut Posted April 23, 2014 Author Share Posted April 23, 2014 @sirkutThank you for your continued work on fixing and improving IR! I wouln't know what to do without this amazing mod. Another test-case with a peculiar symmetry problem:https://dl.dropboxusercontent.com/u/475833/KSP/Hinge-Test.pngThe bottom right hinge moves in the wrong direction. This only happens in 2x symmetry, the top 4 hinges don't exhibit this behaviour. (This may very well be a problem caused by KSP itself, strange happenings involving symmetry are certainly not restricted to IR.)Craft File: IR Hinge Test.craftDo you know that you can do your releases on GitHub as well? (So you can keep everything in one place.)Here's a documentation of the feature by GitHub, and here's an example how it actually looks like.Thanks for the craft file. Does creating a release increase the file size of the repo? Issue I'm currently having is my old parts zip (through different versions) is taking up roughly 60megs of space. Link to comment Share on other sites More sharing options...
jinks Posted April 23, 2014 Share Posted April 23, 2014 Does creating a release increase the file size of the repo? Issue I'm currently having is my old parts zip (through different versions) is taking up roughly 60megs of space.No, that's probably exactly the point of them. The zip files you upload exists outside of the repo, since git is in no way suited to host/manage binary files.The only way releases interact with your repo is that they need/set a tag (like "v0.14") on the branch, so you can see where (as in commit) a release comes from. Link to comment Share on other sites More sharing options...
sirkut Posted April 23, 2014 Author Share Posted April 23, 2014 No, that's probably exactly the point of them. The zip files you upload exists outside of the repo, since git is in no way suited to host/manage binary files.The only way releases interact with your repo is that they need/set a tag (like "v0.14") on the branch, so you can see where (as in commit) a release comes from.Neat I'll give that a shot then. Thanks! Link to comment Share on other sites More sharing options...
Prowler_x1 Posted April 23, 2014 Share Posted April 23, 2014 (edited) Sirkut,I'm testing out a type of mass driver using parts from this mod. Any chance I could request a part that would trigger staging lets say for example when under heavy force or when a limit is reached? for example "fully extended ram". Maybe a type of catapult ram.Just an idea for future growth. Edited April 23, 2014 by Prowler_x1 Link to comment Share on other sites More sharing options...
Sakata Posted April 23, 2014 Share Posted April 23, 2014 (edited) My feedback for the update -- So far, things went seriously explody. I made a huge solar generator for KSPI, similar to what Manley did with his. I used a cubic strut for the 'hinge point', and every thing was going good, until I switched away and back to the ship, at which point the kraken attacked. Was funny after the frustration, watching it slowly shake, then spasm uncontrollably and then go kaboom.....or is that kerboom, since it involves kerbals? Edited April 23, 2014 by Sakata Link to comment Share on other sites More sharing options...
sirkut Posted April 23, 2014 Author Share Posted April 23, 2014 My feedback for the update -- So far, things went seriously explody. I made a huge solar generator for KSPI, similar to what Manley did with his. I used a cubic strut for the 'hinge point', and every thing was going good, until I switched away and back to the ship, at which point the kraken attacked. Was funny after the frustration, watching it slowly shake, then spasm uncontrollably and then go kaboom.....or is that kerboom, since it involves kerbals? Using the latest release? Can you provide a craft file and any mods it may use. Link to comment Share on other sites More sharing options...
mdapol Posted April 23, 2014 Share Posted April 23, 2014 My feedback for the update -- So far, things went seriously explody. I made a huge solar generator for KSPI, similar to what Manley did with his. I used a cubic strut for the 'hinge point', and every thing was going good, until I switched away and back to the ship, at which point the kraken attacked. Was funny after the frustration, watching it slowly shake, then spasm uncontrollably and then go kaboom.....or is that kerboom, since it involves kerbals? Try Kerbal Joint Stablilizer [name?]. I know most of the function has been incorporated into 0.23.5 already, but one feature that has not and is critical for big structures like that is the slow physics load when focussing on a craft. Without it my giant space station destroys itself; with it there is no problem. Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 23, 2014 Share Posted April 23, 2014 http://forum.kerbalspaceprogram.com/threads/55657-0-23-5-Kerbal-Joint-Reinforcement-v2-2-4-2-14That? Link to comment Share on other sites More sharing options...
mdapol Posted April 23, 2014 Share Posted April 23, 2014 http://forum.kerbalspaceprogram.com/threads/55657-0-23-5-Kerbal-Joint-Reinforcement-v2-2-4-2-14That?Yes, that's it Link to comment Share on other sites More sharing options...
Pharylon Posted April 23, 2014 Share Posted April 23, 2014 Hey, I just wanted to say "thanks" for this awesome mod. It's one of only a handful that I think are truly indispensable. They need to add these kind of parts to the core game! Link to comment Share on other sites More sharing options...
Alo Posted April 23, 2014 Share Posted April 23, 2014 I installed new IR 0.14 (uploaded 2014-04-22 06:38:38) and have no toolbar button in VAB and flight. Menu showes in VAB only. If i use action groups or shortcuts to control IR parts, they don't move. I delete previous version. I've tried it with last toolbar and toolbar that comes with IR, existing craft and new game. Is it my mistake and what can help me? Link to comment Share on other sites More sharing options...
NelsonIñigo Posted April 23, 2014 Share Posted April 23, 2014 Hi!, my "Servo Control" Doesn't appear, and not move the parts. why? Link to comment Share on other sites More sharing options...
sirkut Posted April 23, 2014 Author Share Posted April 23, 2014 I installed new IR 0.14 (uploaded 2014-04-22 06:38:38) and have no toolbar button in VAB and flight. Menu showes in VAB only. If i use action groups or shortcuts to control IR parts, they don't move. I delete previous version. I've tried it with last toolbar and toolbar that comes with IR, existing craft and new game. Is it my mistake and what can help me?Going to need to see the log_output.txt file in order to make any sense.- - - Updated - - -Hi!, my "Servo Control" Doesn't appear, and not move the parts. why?I would need to see a log_output.txt file in order to see what is going on. You have given me absolutely zero details. Link to comment Share on other sites More sharing options...
Alo Posted April 23, 2014 Share Posted April 23, 2014 (edited) Here https://db.tt/f9FKKyrc I place log file, savegame and some screenshots. Bind 1, 2 for shortcut, 3, 4, 5 for action group, but they don't work.Also found strange bug. Then i place claw on top of piston it doesn't hold joint between piston halfs in place. Some other parts work fine.UPD: remove all mods except IR and toolbar. All works fine, except that i can't hide servo controls. I'll try to find what is causing this problem.UPD2: That's not KJR, it would be too easy. Only 99 options left Edited April 23, 2014 by Alo Link to comment Share on other sites More sharing options...
sirkut Posted April 23, 2014 Author Share Posted April 23, 2014 Here https://db.tt/f9FKKyrc I place log file, savegame and some screenshots. Bind 1, 2 for shortcut, 3, 4, 5 for action group, but they don't work.Also found strange bug. Then i place claw on top of piston it doesn't hold joint between piston halfs in place. Some other parts work fine.UPD: remove all mods except IR and toolbar. All works fine, except that i can't hide servo controls. I'll try to find what is causing this problem.UPD2: That's not KJR, it would be too easy. Only 99 options left Hiding the GUI is a bug. I wanted to get the plugin working and considered hiding the GUI low priority. I will hope to fix it in the next update. Link to comment Share on other sites More sharing options...
Sma Posted April 23, 2014 Share Posted April 23, 2014 Just downloaded the 0.14 stable. I'll give it a go later this evening and see how it goes. As for the mission I currently have going, the hinge parts I guess got corrupted, they're rotated behind the part they were attached too, but if i launch a new version of the same ship its fine. Not a big deal as it was a hastily put together mission to attempt to put a small asteroid on course to impact Kerbins north pole into orbit.As it turns out the setup I have with hinges and struts (haven't unlocked the grabber yet) isn't sufficient enough to change the orbit,(I should have added a hinge on the end with more cubic struts) so I'm going to basically abandon the mission and go to plan b, which is to attach some of the parachutes to the asteroid and land it lol. Should be some fun science times (not that we actually get science from asteroids yet. Link to comment Share on other sites More sharing options...
sirkut Posted April 23, 2014 Author Share Posted April 23, 2014 Here https://db.tt/f9FKKyrc I place log file, savegame and some screenshots. Bind 1, 2 for shortcut, 3, 4, 5 for action group, but they don't work.Also found strange bug. Then i place claw on top of piston it doesn't hold joint between piston halfs in place. Some other parts work fine.Btw I haven't looked yet but this is the most concise bug report. Saved game, log file and pictures?? You sir win. Link to comment Share on other sites More sharing options...
MartGonzo Posted April 23, 2014 Share Posted April 23, 2014 Curse you and your damned essential mods!!!!! just kiddingthanks for all the hard work sirkut and team in getting this working.playing without it just wasn't right Link to comment Share on other sites More sharing options...
sirkut Posted April 23, 2014 Author Share Posted April 23, 2014 (edited) Curse you and your damned essential mods!!!!! just kiddingthanks for all the hard work sirkut and team in getting this working.playing without it just wasn't rightThanks for the kind words when you see omgnull's post, give that guy some reputation. He figured out how to manipulate the space for the joints quicker than why I could have done. From all the versions I never had to mess with the joint system so it was back I square one for me to get it to work. Edited April 23, 2014 by sirkut Link to comment Share on other sites More sharing options...
Galane Posted April 23, 2014 Share Posted April 23, 2014 @sirkutThank you for your continued work on fixing and improving IR! I wouln't know what to do without this amazing mod. Another test-case with a peculiar symmetry problem:https://dl.dropboxusercontent.com/u/475833/KSP/Hinge-Test.pngThe bottom right hinge moves in the wrong direction. This only happens in 2x symmetry, the top 4 hinges don't exhibit this behaviour. (This may very well be a problem caused by KSP itself, strange happenings involving symmetry are certainly not restricted to IR.)Craft File: IR Hinge Test.craftDo you know that you can do your releases on GitHub as well? (So you can keep everything in one place.)Here's a documentation of the feature by GitHub, and here's an example how it actually looks like.It works the same with the VTOL rotatrons. Put on two and they turn opposite directions so they'll both point to the same side of the ship. Put on 3+ and they all turn the same way. Try those hinges vertical and see if they bend opposing (both to the same side of the ship) or both the same way, which would be one towards each side of the rocket.That symmetry function makes it harder to build a ship with two side mounted engines which can flip for retro thrust. 3+ is easy because they'll all flip together with one servo command. To do only two the hinges or other IR parts have to be individually placed, with separate servo commands grouped together.A symmetry mode switch for 2x placement would be quite handy. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted April 24, 2014 Share Posted April 24, 2014 This makes me wonder if some sort of movement arrows (like RCS build aid) need adding to IR, to remove the trial and error of configuring joints. Link to comment Share on other sites More sharing options...
sirkut Posted April 24, 2014 Author Share Posted April 24, 2014 (edited) This makes me wonder if some sort of movement arrows (like RCS build aid) need adding to IR, to remove the trial and error of configuring joints.I was actually talking about making arrows for debugging when I couldn't figure out how the joints were getting screwed up. Now that you mention this idea this MAY be something to consider. Just need to think about it. Edited April 24, 2014 by sirkut Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted April 24, 2014 Share Posted April 24, 2014 I was actually talking about making arrows for debugging when I couldn't figure out how the joints were getting screwed up. Now that you mention this idea this MAY be something to consider. Just need to think about it.MechJeb's bounding boxes that is uses to calculate safe distances when docking were a debug feature (I think accidentally) left in by sarbian that the community seems to really enjoy.. Just sayin' Link to comment Share on other sites More sharing options...
mrstoned Posted April 24, 2014 Share Posted April 24, 2014 Is it possible to store or alter the speed-value of joints to other then the default 1?I have a few joints i'd like to have at default 0.2 or 0.5 for example./Rikard Link to comment Share on other sites More sharing options...
sirkut Posted April 24, 2014 Author Share Posted April 24, 2014 MechJeb's bounding boxes that is uses to calculate safe distances when docking were a debug feature (I think accidentally) left in by sarbian that the community seems to really enjoy.. Just sayin' Is that still in mechjeb? I'm going to have to look at it. Link to comment Share on other sites More sharing options...
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