sirkut Posted May 31, 2014 Author Share Posted May 31, 2014 In fact, here is a video showcasing what I mean. When you remove a part from a craft, the part gets removed from the Servo Group editor. Link to comment Share on other sites More sharing options...
Camacha Posted May 31, 2014 Share Posted May 31, 2014 Does that mean we finally have kOS integration?Sorry for the quick kick, but I am curious? Link to comment Share on other sites More sharing options...
sirkut Posted May 31, 2014 Author Share Posted May 31, 2014 No because the "forked" version of kOS after nivekk left doesn't have the original external module registration so until they add something to it I can't do a thing. I'll work on RPM integration next in the meantime. Link to comment Share on other sites More sharing options...
Camacha Posted May 31, 2014 Share Posted May 31, 2014 No because the "forked" version of kOS after nivekk left doesn't have the original external module registration so until they add something to it I can't do a thing. I'll work on RPM integration next in the meantime.I understand they are working on something that is easier to deal and live with than the original registration procedure, so I am keen to see where this might go. In the mean time, we will patiently wait. Link to comment Share on other sites More sharing options...
Korb Biakustra Posted May 31, 2014 Share Posted May 31, 2014 I understand clearly now. There's a flag in the rotatron CFGMaking it true will tell it to stop at the limits. I'll look into reinstating the Min/Max text fields but I don't know what that will do to the actual tweakable menu. If I can get it to work, I'll add it to the 0.6 update.Thanks a lot, my hopes are high now! And thanks for the tip about the flag in rotatron CFG. Could it be enabled/disabled while in game, with a tweakable in the VAB or the a "Lock" button in the context menu in flight? Link to comment Share on other sites More sharing options...
sirkut Posted May 31, 2014 Author Share Posted May 31, 2014 Thanks a lot, my hopes are high now! And thanks for the tip about the flag in rotatron CFG. Could it be enabled/disabled while in game, with a tweakable in the VAB or the a "Lock" button in the context menu in flight?I could see about putting a toggle in the tweak menu. I don't want to bloat the window too much. Link to comment Share on other sites More sharing options...
Galane Posted May 31, 2014 Share Posted May 31, 2014 Hate to break it to you but 0.16 isn't going to make things better. What version were you using? 0.14? I have a method that you can use to fix your parts INGAME. That Should work. PM me.Doesn't matter, the one ship already has pieces broke off that were attached to the pistons so it's going to get disposed of. Link to comment Share on other sites More sharing options...
marce Posted June 1, 2014 Share Posted June 1, 2014 One question: is there a setting I can play with to reduce the flex of the parts (like the breakForce value of the KAS struts)? I know it's unrealistic that IR parts could lift infinite weight, but currently the smallest pistons are moving "in parallel" when lifting about 1t on Kerbin so I'd like to increase the joint strength/stiffness/whatever a tiny bit to make that effect go away.Are there any guidelines what weight the IR parts are supposed to be able to lift/move before flexing? Thanks in advance! Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted June 1, 2014 Share Posted June 1, 2014 I could see about putting a toggle in the tweak menu. I don't want to bloat the window too much.A suggest I put forward a while ago (maybe on github?) was that you'd have this tweakable only be present for rotatrons, so that all other parts cannot have their limits disabled. I'd also suggest rotatron max limits should be -360 to +360. Link to comment Share on other sites More sharing options...
sirkut Posted June 1, 2014 Author Share Posted June 1, 2014 One question: is there a setting I can play with to reduce the flex of the parts (like the breakForce value of the KAS struts)? I know it's unrealistic that IR parts could lift infinite weight, but currently the smallest pistons are moving "in parallel" when lifting about 1t on Kerbin so I'd like to increase the joint strength/stiffness/whatever a tiny bit to make that effect go away.Are there any guidelines what weight the IR parts are supposed to be able to lift/move before flexing? Thanks in advance!http://i.imgur.com/y7iByrt.jpg?1I haven't figured out how to eliminate flexing yet. :/ Link to comment Share on other sites More sharing options...
Alewx Posted June 1, 2014 Share Posted June 1, 2014 Cool to see that the window gets fixed.It might already been fixed or obsolete but I fooled around with the docking washers for my new mega spacecraft, and noticed that in the description it is said that the red marker is the fixed position.But during rotation with a docking washer and a free docking washer that just keeps the top part streight, I got this. So I fixed it with rotating the model in the part.cfg and adjusting the attach nodes, but did anyone already mention it? If so, then forget about me. Link to comment Share on other sites More sharing options...
sirkut Posted June 1, 2014 Author Share Posted June 1, 2014 No one mentioned it. You may be the first to actually read that! Link to comment Share on other sites More sharing options...
Alewx Posted June 1, 2014 Share Posted June 1, 2014 (edited) No one mentioned it. You may be the first to actually read that! Why do players just never read....EDIT: I made a different quickfix by using two normal docking washers and rotating them in the opposite direction with the same speed, so I get an even better result, because the free docking washers can't keep their reference point. Edited June 1, 2014 by Alewx better fix :) Link to comment Share on other sites More sharing options...
Malsheck Posted June 1, 2014 Share Posted June 1, 2014 (edited) Forgive me if this has been answered before but I can't seem to find it. Is there a way to enter more than one key for a group? I'm basically trying to make it where a group of servos turn in the same direction with one key but opposite directions with another but can still go forwards and backwards together on demand. Kind of like a tank with 3 servos on each side attached to wheels. The W and S keys can be bound for forwards and backwards but Q and E make them go in opposite directions to turn. Is this possible? Edited June 1, 2014 by Malsheck typo fix Link to comment Share on other sites More sharing options...
Biotronic Posted June 1, 2014 Share Posted June 1, 2014 Forgive me if this has been answered before but I can't seem to find it. Is there a way to enter more than one key for a group? I'm basically trying to make it where a group of servos turn in the same direction with one key but opposite directions with another but can still go forwards and backwards together on demand. Kind of like a tank with 3 servos on each side attached to wheels. The W and S keys can be bound for forwards and backwards but Q and E make them go in opposite directions to turn. Is this possible?As far as I know, no. But, you can bind the parts to action groups. So W and S would be forwards/backward (via the regular interface), and 1 and 2 could be opposite directions. Link to comment Share on other sites More sharing options...
Malsheck Posted June 1, 2014 Share Posted June 1, 2014 As far as I know, no. But, you can bind the parts to action groups. So W and S would be forwards/backward (via the regular interface), and 1 and 2 could be opposite directions.Now there's an idea! Many thanks! Link to comment Share on other sites More sharing options...
sirkut Posted June 1, 2014 Author Share Posted June 1, 2014 Also keep in mind that the action groups are toggles for Infernal Robotics. Meaning when you press a key for an action group, it will keep moving until you press that key again! Do not forget this important fact. This is useful for space station parts like this unreleased robotic part (using the servo control but action groups will allow it to toggle on and stay on to rotate): I need to ask ZodiusInfuser if we can release these things. One more needs to be skinned but I think I can tackle a more "stocklike" look. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted June 1, 2014 Share Posted June 1, 2014 I need to ask ZodiusInfuser if we can release these things. One more needs to be skinned but I think I can tackle a more "stocklike" look.Note that I modelled this before the whole Rework thing, so will eventually look to redo such a part to fit in with the unified styling I've got going on. Until then though, there's no reason for people not to play around with the concept using these "old" parts Link to comment Share on other sites More sharing options...
Darren9 Posted June 1, 2014 Share Posted June 1, 2014 ^ Is it just the outer cylinder moves and you can attach to the front and back face and that wont move or is it effectively a rotatron? Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted June 1, 2014 Share Posted June 1, 2014 ^ Is it just the outer cylinder moves and you can attach to the front and back face and that wont move or is it effectively a rotatron?Its a rotatron part that you mount onto a hub part that has 3 attachment points. I did this image a long while ago to show Sirkut the concept:You put the core inline with your craft, and mount the ring onto it. Link to comment Share on other sites More sharing options...
sirkut Posted June 1, 2014 Author Share Posted June 1, 2014 ^ Is it just the outer cylinder moves and you can attach to the front and back face and that wont move or is it effectively a rotatron?It's actually a "hack" using 2 separate parts placed together in a special way. Recalling from memory as ZodiusInfuser and I have been throwing this idea around for some time now. Link to comment Share on other sites More sharing options...
Malsheck Posted June 3, 2014 Share Posted June 3, 2014 Also keep in mind that the action groups are toggles for Infernal Robotics. Meaning when you press a key for an action group, it will keep moving until you press that key again! Do not forget this important fact. This is useful for space station parts like this unreleased robotic part (using the servo control but action groups will allow it to toggle on and stay on to rotate):Thanks, having a lot of fun with it now: Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted June 3, 2014 Share Posted June 3, 2014 Thanks, having a lot of fun with it now: I'm impressed! How did you manage to keep the gait in sync when turning on the spot? Link to comment Share on other sites More sharing options...
sirkut Posted June 4, 2014 Author Share Posted June 4, 2014 Just a small update. I'm not going to be adding the text boxes to do min/max for rotations. It's just easier to make the config for the rotatron for example be -360 for min, and 360 for max. Then using that AND a new tweakable "Rotate Limits" you can now move about as you wish. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted June 4, 2014 Share Posted June 4, 2014 Just a small update. I'm not going to be adding the text boxes to do min/max for rotations. It's just easier to make the config for the rotatron for example be -360 for min, and 360 for max. Then using that AND a new tweakable "Rotate Limits" you can now move about as you wish.Woot! This seems like the best option IMO. I presume that "Rotate Limits" will only be present for parts that do not have rotation limits set by default? If not for those parts that do have limits designed in the cfg, would the tweakable just define whether they are overwritten or not? I don't want people turning off the limits on all of my carefully designed Pivotrons Link to comment Share on other sites More sharing options...
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