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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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Is that still in mechjeb? I'm going to have to look at it.

Well, I certainly remember reading posts about it so I'm presuming it was left in in one of the dev builds.. I can't update MJ because it breaks RPM compatibility so I wouldn't know for sure.

But yes, a debug feature like arrows to show where servos would rotate would be massively helpful to users, seeing as we can't use the servos in editor mode.

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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

Change them in the CFG file if you want a part to be a different speed. Otherwise change them during the building process and they will store per ship.

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I'm having an issue with IR where i get the mods but they have no movement. I get the GUI in the vab but not after launch aswell as not being able to right click the part to activate them. Did I miss something or is this a persistent issue with IR?

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Sirkut:

Sorry but that craft was lost -- I had a KOS / quicksave savefile bug, which destroyed that save (luckily I had a backup but its a few launches old)

Basically I had an I-Beam with a cubic strut on the end, 90° hinge, which was connected to another I-Beam/Strut in the reverse direction, which was repeated one more time. I had a ton of solar panels on the sides of the ibeams (so that when it deployed fully it'd almost look like a virus). It all worked fine, until I selected another ship to decelerate it, then went back to that ship. I almost think it might have something to do with deadly re-entry (the exploding), and cubic octagonal struts since they're 'physics-less'. I'm not sure, but it may also be the solar panels themselves -- I'm not sure if those are also physics-less parts.

I can try and replicate that ship, but I'm actually thinking that I need to come up with a new design -- that one had other issues than just exploding. It had horrible delta-V and would have taken ages to establish a solar orbit.

Here's the mods I'm using - I just did a quick dir>>out:

ModuleManager_1_5_6.dll

ActiveTextureManagement-3-1

AGM 1.3.2.0

B9 KSP 0.23.5

BioMass-master (from github)

DeadlyReentryCont_v4.6

InfernalRobotics0.14

Kethane-0.8.5

KSPInterstellar-v0.11

MechJeb2-2.2.0.0-223

NovaPunch2_03_5 (I don't get why large reaction wheels aren't in KW or something else... and KW's wrap-around reacction wheels seem to be as useful as tits on a boar)

ProceduralDynamics0.7

SafeChute

Toolbar-1.7.1

uploads-2013-09-EnhancedNavBall_1_2

uploads-2013-10-B9-Aerospace-Pack-R4-0c

uploads-2013-10-Squad-Texture-Pack-0.1c

uploads-2013-10-VNG-Parachute_1.2

uploads-2013-12-DockingPortAlignment_3.01

uploads-2013-12-KW-Release-Package-v2.5.6B

uploads-2013-12-SH-MK2Cockpit

uploads-2013-12-TacFuelBalancer_2.3.0.2

uploads-2013-12-TacLifeSupport_0.8.0.4

uploads-2013-12-VNG-Plugin_0.7.2

uploads-2014-03-ProcFairings_2.4.4

uploads-2014-04-FerramAerospaceResearch_v0.13.1

uploads-2014-04-KAS_v0.4.7

uploads-2014-04-KerbalAlarmClock_2.7.3.0

uploads-2014-04-KerbalJointReinforcement_v2.3

uploads-2014-04-RealChute-v1.0.4.1

Edited by Sakata
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I'm having an issue with IR where i get the mods but they have no movement. I get the GUI in the vab but not after launch aswell as not being able to right click the part to activate them. Did I miss something or is this a persistent issue with IR?

On the surface others have had an issue BUT they had other mods installed. If you install it by itself and it works it may be a conflict with another mod somehow. I'm going to need to see a complete log_output.txt file to fully understand what might be going on.

- - - Updated - - -

Sirkut:

Sorry but that craft was lost -- I had a KOS / quicksave savefile bug, which destroyed that save (luckily I had a backup but its a few launches old)

Basically I had an I-Beam with a cubic strut on the end, 90° hinge, which was connected to another I-Beam/Strut in the reverse direction, which was repeated one more time. I had a ton of solar panels on the sides of the ibeams (so that when it deployed fully it'd almost look like a virus). It all worked fine, until I selected another ship to decelerate it, then went back to that ship. I almost think it might have something to do with deadly re-entry (the exploding), and cubic octagonal struts since they're 'physics-less'. I'm not sure, but it may also be the solar panels themselves -- I'm not sure if those are also physics-less parts.

I can try and replicate that ship, but I'm actually thinking that I need to come up with a new design -- that one had other issues than just exploding. It had horrible delta-V and would have taken ages to establish a solar orbit.

Strange. Let me know if you can replicate it.

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Sirkut:

Sorry but that craft was lost -- I had a KOS / quicksave savefile bug, which destroyed that save (luckily I had a backup but its a few launches old)

Basically I had an I-Beam with a cubic strut on the end, 90° hinge, which was connected to another I-Beam/Strut in the reverse direction, which was repeated one more time. I had a ton of solar panels on the sides of the ibeams (so that when it deployed fully it'd almost look like a virus). It all worked fine, until I selected another ship to decelerate it, then went back to that ship. I almost think it might have something to do with deadly re-entry (the exploding), and cubic octagonal struts since they're 'physics-less'. I'm not sure, but it may also be the solar panels themselves -- I'm not sure if those are also physics-less parts.

I can try and replicate that ship, but I'm actually thinking that I need to come up with a new design -- that one had other issues than just exploding. It had horrible delta-V and would have taken ages to establish a solar orbit.

Here's the mods I'm using - I just did a quick dir>>out:

AGM 1.3.2.0

Be very areful with this. It adds a metric butt ton of crap into every single piece in your persistant.sfs file. I had files that were getting to be over 400,000kB and it was taking a long time to long ships and stuff. Just how huge is 400,000kB well the largest persistant.sfs I have ever had without that mod is 6,000kB!

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[bUG] I think I hit another bug. I was working on a design and reverted back to the VAB and I have no IR editor GUI. I click on the IR toolbar icon and I get no IR editor gui. Let me know if you want and I will post the screen shots I am too knockered to bother with imgur right now and the description is pretty clear. Gui gone in VAB click IR and nothing happens cant change hinge range settings without it.

NOTE: When I say GUI control I mean SERVER CONTROL GUI is missing in the VAB and I cannot get it back!

I thought it was just for the part I was working on but exited and returned to the game and it's just GONE. I have no SERVO CONTROL GUI and I am sad now. *(smile) I prolly did something to hide it and just don't know the secret key combo to get it back but I am sure someone here will clue me in.

thx

Edited by ctbram
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A symmetry mode switch for 2x placement would be quite handy.

Might I direct you to Editor Extensions? Fantastic mod. Lets you switch between VAB/SPH mode, enables more diverse symmetry options, much finer angle snap, and most importantly of all, imo: vertical snap. no more fiddling about trying to get things lined up JUST PERFECT. gets a bit wonky sometimes, but it works enough to be incredibly useful.

Anyway, thanks again, sirkut, for working so hard on this.

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Editor Extensions doesn't modify the 2 VS 3+ symmetry modes and their effect on how IR parts move. Attach a pair of VTOL rotatrons to a tank. See how they both tip to the same side of the tank. They're rotating in opposite directions WRT their bases. Repeat it with 3 or more, they all turn the same direction.

Being able to invert the rotation of individual IR parts when placed using symmetry would be very useful.

The vertical snap needs more than one step. It's perfect for when you want to attach something to the center of another part but useless if you need to align several sets of different parts 2/3 of the way down a fuel tank.

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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.

Good idea! I made a simple gizmos, easily to extend.

77FE2490CD7920F45E96ED3D12682F3302BF28F3

Edited by omgnull
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A great start! I wonder if you could possibly get in touch with m4v to ask how he created the rotation arrows for RCS Build Aid. It seems to me that having these appear around the parts, showing the positive rotation/translation direction would be extremely useful!

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A great start! I wonder if you could possibly get in touch with m4v to ask how he created the rotation arrows for RCS Build Aid. It seems to me that having these appear around the parts, showing the positive rotation/translation direction would be extremely useful!

Well the beauty of this game is the requiment to provide source code. I envision a "debug" toggle that shows the movement of the parts. Should prove useful since redoing the parts graphics will be a pain.

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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?

I found out, it was incompatibility bug with graphotron. (lol, it was in last 6 mods in check list)

That mods work fine with IR (in that combination):

KW

LLL

ScanSAT

B9

Firespitter

KJR

FAR

TreeEdit

Editor Extentions

Active Texture Managment

Clouds and citylights

Multiple Saves DA

Part Catalog

Part Highlighter

Persistent Trails

Precise Node

ResGen

Select Root

UbioWelding

VNG

Extraplanetary launchpads

Hiperedit

Kethane

AlarmClock

CrewManifest

Custom Biomes

EnHanced Navball

Habitat Pack

Procedural wings

Procedural farings

RCS Build Aid

RealChute

Lazor

TAC fuel balancer

Shuttle Parts

DR

Enginner Redux

Hull Cams

KAS

kOS

Differential thrust

AGM

Rollcages

Chatterer

RemoteTech

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I found out, it was incompatibility bug with graphotron. (lol, it was in last 6 mods in check list)

That mods work fine with IR (in that combination):

KW

LLL

ScanSAT

B9

Firespitter

KJR

FAR

TreeEdit

Editor Extentions

Active Texture Managment

Clouds and citylights

Multiple Saves DA

Part Catalog

Part Highlighter

Persistent Trails

Precise Node

ResGen

Select Root

UbioWelding

VNG

Extraplanetary launchpads

Hiperedit

Kethane

AlarmClock

CrewManifest

Custom Biomes

EnHanced Navball

Habitat Pack

Procedural wings

Procedural farings

RCS Build Aid

RealChute

Lazor

TAC fuel balancer

Shuttle Parts

DR

Enginner Redux

Hull Cams

KAS

kOS

Differential thrust

AGM

Rollcages

Chatterer

RemoteTech

Graphotron? I wonder why.

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I have no idea.

When AGM, Rollcages, Garphotron, Chatterer and RT remained i had no doubt it was RT :)

But Garphotron for 0.23.5 is a branch from original old graphotron, it may contain some bugs i think.

I wonder what mods have others with that bug?

And...

Space dock Mk2 come back online!

rnFhpiR.jpg

Thanks Sirkut and Omgnull!

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Change them in the CFG file if you want a part to be a different speed. Otherwise change them during the building process and they will store per ship.

This might be a stupid question, but how do i change it during the build? In the IR-window i have only "Keys" and "min" "Max" fields beside the Name.

/Rikard

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This might be a stupid question, but how do i change it during the build? In the IR-window i have only "Keys" and "min" "Max" fields beside the Name.

/Rikard

I goofed, I meant during flight/launchpad. Sorry about the confusion.

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I have no idea.

When AGM, Rollcages, Garphotron, Chatterer and RT remained i had no doubt it was RT :)

But Garphotron for 0.23.5 is a branch from original old graphotron, it may contain some bugs i think.

I wonder what mods have others with that bug?

And...

Space dock Mk2 come back online!

http://i.imgur.com/rnFhpiR.jpg

Thanks Sirkut and Omgnull!

Wow now that is interesting! What are the lights on the left?

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been searching trough this 285 page thread to see if I could find a straight answer to this but I couldn't so I figured I'd just ask. How is kOS integration coming along?

It's on hold While I get PartModule integration and fixing the toolbar GUI bug are finished.. Once those are resolved I will be resuming that work.

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Under heavy strain is there any way to stop this from happening?

It's the largest rotating joint. And it's barely even got a load on it yet. Is there something I can edit to make the joint stronger to keep it from deforming?

<a  href=%7Boption%7Dhttps://farm8.staticflickr.com/7358/13980477736_bf8b5489d1_c.jpg' alt='13980477736_bf8b5489d1_c.jpg'>

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Is the DROMOMAN fix included in the latest IR download? If not, could you post it in the first post of this thread?

Finally getting my kit together for 0.23.5 now that IR is mostly working with it. :-)

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