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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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Neither am I. It's a choice between increased total part count, or per-ship part count. Either way sucks for its own reasons, and there's no clear answer unless you use the Linux version of KSP ( in which case, yeah, add a new combined docking washer and port, because it's 64-bit anyway).

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Everything was working fine, was messing around with it, no problems. The next day I started KSP up and none of the parts were in the VAB nor the SPH. I thought it might be a compatibility issue, so I got rid of all other mods. Still nothing. Reinstalled KSP and then IR. Still nothing. I have no idea what to do next. any ideas?

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Everything was working fine, was messing around with it, no problems. The next day I started KSP up and none of the parts were in the VAB nor the SPH. I thought it might be a compatibility issue, so I got rid of all other mods. Still nothing. Reinstalled KSP and then IR. Still nothing. I have no idea what to do next. any ideas?

Would need to see a log_output.txt file.

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the washer is placed at the wrong side: it should be placed on the truck: when you turn, the truck pulls the trailer into the corner and enables the trailer to be steered into the corner aswell.

When you place the washer on the trailer, it will be pulled into the corner but it won't be steered into it.

Believe me that i know it: i'm a car mechanic.

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I've been working on my bipedal and non bipedal robots for a while, and I'm encountering a little problem now with this mod.

The thing is, could it be possible to add the same part to more than one GROUPS, so I can use the same "knee" for walk and for jump?, The problem is that, if I set the robotics to move alternatively, it will give me walk/run motion. If I set them to move along, they will give me jump motion. My goal is to use 1-2 to walk/run, and 3-4 to jump/stunts.

I tried using action groups, but it wont let me change just one side...

Maybe the only way is to disable symmetry and set the motions using action groups?, hard to tell!

At the moment, I just keep 2 versions of the same robot, one for walking, other for jumping. Doing both would be awesome :D

extra question: Is there any option to toggle the movement?, sometimes when I hit the action group, it will keep moving. other times, it will move just for the time I push the button, any explanation about it? ^^

thanks in advance!

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Ok, disabling symmetry I was able to make it behave in 2 different ways. Took some time, but it works now!

The problem now is: When using keys defined in the UI (the one you have inside the VAB and SPH), everything will move for the time you press the button (which is what I want). Using action groups, it's a "toggle".

Is there any way of changing that?

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Actually, it's "output_log.txt", and it's in KSP_win_xx/KSP_Data. :)

Like I said long week. Thanks.

- - - Updated - - -

Ok, disabling symmetry I was able to make it behave in 2 different ways. Took some time, but it works now!

The problem now is: When using keys defined in the UI (the one you have inside the VAB and SPH), everything will move for the time you press the button (which is what I want). Using action groups, it's a "toggle".

Is there any way of changing that?

I'll look into it as a feature request in the future.

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Everything is right, i found this bug too.

Problem appear in that moment, when you dock to another vessel, not matter, via KAS (pipes or winch) or simply via docking port.

Then all "Docking Washer Free Moving" parts in another vessel become "locked" forever.

sirkut, please try to fix that! We all need a always free-rotate unit!

7. Docking Washer Free Moving (standard, senior and junior docking port sizes) (does NOT lock and can't be controlled, I repeat, does not lock nor does it have a powered motor)

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Any way to make the IR Parts not bend? The inability to use struts makes them incredibally weak.

I'll see what I can do. I'm still learning configurablejoints out of necessity this time due to Squad's rewrite.

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Everything is right, i found this bug too.

Problem appear in that moment, when you dock to another vessel, not matter, via KAS (pipes or winch) or simply via docking port.

Then all "Docking Washer Free Moving" parts in another vessel become "locked" forever.

sirkut, please try to fix that! We all need a always free-rotate unit!

Is there a solution?

the washer is placed at the wrong side: it should be placed on the truck: when you turn, the truck pulls the trailer into the corner and enables the trailer to be steered into the corner aswell.

When you place the washer on the trailer, it will be pulled into the corner but it won't be steered into it.

Believe me that i know it: i'm a car mechanic.

Ok, sir...

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Something for the Future Feature List. Either don't merge the servo command windows when ships dock, or somehow keep them sorted by ship in the merged window.

What about when the same keys are set to do different things on different ships? How does it (if it does) handle such conflicts? A checkbox by each group to disable it might be useful, especially if those checkboxes get automatically unchecked when a ship un-docks.

The easiest way to handle that is by enabling all servo groups when any undocking happens. Might be able to tell when one self-contained craft undocks from an assembly of two or more still docked ones - and only enable the disabled servos on the one that left. But undocking something like a lander that has two or more parts that were docked to land would toss that method out the airlock.

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Galane: That's actually why I started hacking on IR last year, and my changes that sirkut is working on integrating were a step in that direction. I ran out of steam when I got it so I could edit the group names in the persistence file.

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I wonder if there should be an open feature request list somewhere, so either sirkut, omgnull or others can look at it and merge in small changes that improve the whole IR experience? For example, I would really like a per-part speed modifier in the VAB/SPH to account for some of the new parts having different ranges from the normal 180 degrees.

On a related point, does anyone actually know what the real use for the rotate buttons are? It seems to me that they have now become redundant.

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I'm currently working on the new rewrite of the plugin. Things are going well but I wanted to address the concerns of the 2x symmetry issue. I did notice one user used the Industrial hinges to test and they were in fact inverted. Today I just remembered an important bit of information. The Industrial Hinge didn't have this in it's config file:

invertSymmetry = False

By default the value is true which is why it would invert the symmetry. Until I release a new set of parts add this to your Industrial Hinge and you will be set!

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Everything is right, i found this bug too.

Problem appear in that moment, when you dock to another vessel, not matter, via KAS (pipes or winch) or simply via docking port.

Then all "Docking Washer Free Moving" parts in another vessel become "locked" forever.

sirkut, please try to fix that! We all need a always free-rotate unit!

The default joint forces is resseting in some cases I don't know why is that happening, need deeper investigation. Im played with it some time ago, and decided to wait next sirkut update to part module. As a quick fix i suggest not reset default joint forces but just change the connected body to dummy etc:


GameObject dummy = new GameObject();
dummy.transform.position = attachJoint.Joint.connectedBody.transform.position;
attachJoint.Joint.connectedBody = dummy.AddComponent<Rigidbody>();
// Rigid body mass connot be zero so set it to min
attachJoint.Joint.connectedBody.mass = float.MinValue;
attachJoint.Joint.connectedBody.useGravity = false;

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I wonder if there should be an open feature request list somewhere, so either sirkut, omgnull or others can look at it and merge in small changes that improve the whole IR experience? For example, I would really like a per-part speed modifier in the VAB/SPH to account for some of the new parts having different ranges from the normal 180 degrees.

On a related point, does anyone actually know what the real use for the rotate buttons are? It seems to me that they have now become redundant.

Create issues, feature requests etc at github: https://github.com/sirkut/InfernalRobotics/issues

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