Camacha Posted June 15, 2014 Share Posted June 15, 2014 Just been updating my Kerbal to 32.5 and going through the usual installing mods process, and Infernal Robotics has made a debut on my list...Only I cant get it to work, so I figured I'd chuck my current mod list at you peeps as well as the crashdump I get, and ask if you wouldn't mind having a look or pointing out any obvious mod conflicts or what could otherwise be causing thisEdit : Thinking on it, should actually mention the nature of how it crashes, it loads everything fine, and then with the little circular loading symbol at the bottom right, It'll crash a couple of seconds after that appears when I have Infernal Installed.It would be best to start eliminating potential problems yourself. Test IR on a fresh install and add the mods you use gradually. To be sure you could try different combinations to see whether its the mods or your memory. You will see when things break down.Good luck! Link to comment Share on other sites More sharing options...
hab136 Posted June 16, 2014 Share Posted June 16, 2014 Procedural Fairings recently changed so that instead of a 1m part, a 2.5m part, etc, they just have one part that is resizable through the right-click tweakable interface.Since a significant portion of IR is the same part in 16 bazillion sizes, any chance IR could do the same thing? This would greatly simplify the part catalog and reduce memory usage.The transition would have the same issues - people would have to edit their saved ships - but in-flight ships aren't affected. Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 16, 2014 Share Posted June 16, 2014 Pretty sure that's planned yes. Link to comment Share on other sites More sharing options...
Galane Posted June 16, 2014 Share Posted June 16, 2014 IR .16 already has that with the Tweak Scale system. Quite nice how it drastically reduces inventory size. Sirkut is still working on it.IR .15 already broke both in flight and saved ships. The persistent and quicksave files can be edited to fix any ship *you have not flown* but saved ships won't load or will cause strange things to happen if you try to load them with IR parts from an older version.I had to open in notepad the one craft file I had with IR parts then delete all the IR parts' sections and the parts attached to them. Then I was able to load it into VAB and attach the new .16 (pre release) parts and save it.For many crafts it would be easier to setup KSP .23 with all your mods to load and remove the old IR parts - but I only had the one ship so I didn't want to go to all that effort which would have included downloading KSP .23 again. Link to comment Share on other sites More sharing options...
smithton Posted June 16, 2014 Share Posted June 16, 2014 I just updated from 0.14 to 0.15d with a clean install of kerbal. Am I doing something wrong or do the min and max angle bounds no longer work on any of the rotatron parts from both sirkut and zodiac? Link to comment Share on other sites More sharing options...
sirkut Posted June 16, 2014 Author Share Posted June 16, 2014 I just updated from 0.14 to 0.15d with a clean install of kerbal. Am I doing something wrong or do the min and max angle bounds no longer work on any of the rotatron parts from both sirkut and zodiac?There was an oversight when dealing with rotatrons. In order for it to work you need to change the limit flag in the CFG in order for it to work. If you do tst you will not be able to endlessly rotate the rotatron.Next release fixes that and will be out today. Update however WILL break your saved game. I'm looking at a way to resolve this but there are no guarantees. Link to comment Share on other sites More sharing options...
Dire_Squid Posted June 16, 2014 Share Posted June 16, 2014 Well, thankfully I'm having no problems with Infernal Robotics save for the one "broken" hinge. My Mun rocket uses the guide rails to adjust strut height, to make the rocket "squat", if you will (so the Kethane Drill can reach the ground), and my Minmus rocket uses guide rails in the opposite means for the struts, to raise the rocket (adjusts them to lower, to clear the engines, and an additional guide rail is used on the Kethane drill, to lower the drill) and I use the closed hinges on side solar panels on my Minmus Rocket's rovers (to maximize solar catching, by "increasing" the surface of the TOP of the rover).Slowly, I'll figure out uses for the parts, in my gameplay. Link to comment Share on other sites More sharing options...
MrOnak Posted June 16, 2014 Share Posted June 16, 2014 Sooooo. Re: the autolevelling rover project. I'm starting to re-work the whole steering method.It seems I goofed a bit, because my testing was always in the same direction. Human nature, clinging to the familiar.The result is/was my self-levelling routine only works well when travelling in certain directions.Knowing is half the battle.I'll post crafts and code when I get it right.Rubber ducking:BTW: There is not a whole lot of programming KOS which is done this way. In order to use robotics in a real world reliably we need feedback loops.In space, or flight, where you have 3 degrees of freedom, the direction you want to go is easily set by changing from the direction you are going. Euler angles. Ugh.Not that useful for surface navigation, where you really just want to pretend the surface is flat, and your pitch and roll are only relative to "horizontal", and yaw is unimportant.The KOS navigation is based on getting where you want to go, from where you are. Pitch, roll, and yaw are relative to heading, not to the orientation of the craft.We want to establish "up" relative to our craft, then detect the change from up, and respond to re-establish up.So far I have figured out the simple loop required to use action groups in this way.set x to 1.until x=0 {If <condition> toggle AG1.If ag1 = true toggle ag1.}I have also figured out (i think) that I want to put a docking port on the front (as opposed to top) side of the craft, where the docking port will normally be facing north at launch, and switch my control to there before initializing the levelling routine.This eliminates a whole lot of confusion re: yaw which relative to a horizontal plane is always altered by changes in roll and pitch. Basically I want to emulate a plumb-bob hanging inside the craft. My yaw (steering wheel direction) has no bearing on "level".I welcome anyone telling me how I'm wrong, and there is a simple way of thinking about this.End of rubber ducking for now.I can't really help with the analysis (as I mentioned before, I tested myself into a corner as well) but I can only recommend putting your rover into a stationary position and write a script that constantly outputs heading, pitch, roll, and whatever else you need without actually moving any of the IR parts while you fast-forward time. I noticed that most of my calculations would go haywire twice per Kerbin day due to the rotating reference frame of the planet. If I remember correctly this especially affected the compass heading but this is from memory, I might be wrong. Link to comment Share on other sites More sharing options...
orangewarning Posted June 16, 2014 Share Posted June 16, 2014 sorry for asking stupid question...are the docking washers docking ports or do you need to put docking ports on top of them?cause I can't seem to "control from here" or "set as target" for the washersIf they are indeed docking ports, how can I use mechjeb with them? Link to comment Share on other sites More sharing options...
smithton Posted June 16, 2014 Share Posted June 16, 2014 There was an oversight when dealing with rotatrons. In order for it to work you need to change the limit flag in the CFG in order for it to work. If you do tst you will not be able to endlessly rotate the rotatron.Next release fixes that and will be out today. Update however WILL break your saved game. I'm looking at a way to resolve this but there are no guarantees.Sweet about the update! I'm not concerned about my save, the only reason I continue to play ksp is because of your great mod. Thanks for the work you do! Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 16, 2014 Share Posted June 16, 2014 sorry for asking stupid question...are the docking washers docking ports or do you need to put docking ports on top of them?cause I can't seem to "control from here" or "set as target" for the washersIf they are indeed docking ports, how can I use mechjeb with them?They're basically just flatter rotatrons - put them between a docking port and something else so you can rotate a docked craft without needing to undock, spin and redock. Helpful if you want to stay docked at a certain angle to avoid engine exhaust or line up with everything else etc..TL;DR - they're not docking ports and yes, you need ports on them.Sirkut -I'm not fussed about breaking saves either. I don't really use IR parts on long-term vessels simply because each update seems to break saves. It's happened so much in the past, might as well carry on Link to comment Share on other sites More sharing options...
orangewarning Posted June 16, 2014 Share Posted June 16, 2014 They're basically just flatter rotatrons - put them between a docking port and something else so you can rotate a docked craft without needing to undock, spin and redock. Helpful if you want to stay docked at a certain angle to avoid engine exhaust or line up with everything else etc..TL;DR - they're not docking ports and yes, you need ports on them.sigh... time to deorbit my new command module from my station Link to comment Share on other sites More sharing options...
sirkut Posted June 16, 2014 Author Share Posted June 16, 2014 They're basically just flatter rotatrons - put them between a docking port and something else so you can rotate a docked craft without needing to undock, spin and redock. Helpful if you want to stay docked at a certain angle to avoid engine exhaust or line up with everything else etc..TL;DR - they're not docking ports and yes, you need ports on them.Sirkut -I'm not fussed about breaking saves either. I don't really use IR parts on long-term vessels simply because each update seems to break saves. It's happened so much in the past, might as well carry on Well after this we shouldn't be breaking saves anymore. 0.23.5 update broke stuff, we fixed it, turned out to not be correct, broke it again, fixed it, wanted to use tweakables to make it more "user friendly" and broke save once again. After 0.16 we should be golden. Link to comment Share on other sites More sharing options...
sirkut Posted June 16, 2014 Author Share Posted June 16, 2014 0.16 is now published. I include download from Mediafire, Github and Curse (when it gets approved). Enjoy. It will break your game. Read the warning. Enjoy! Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted June 16, 2014 Share Posted June 16, 2014 Woot! Scaleable translation parts here I come! Link to comment Share on other sites More sharing options...
VaporTrail Posted June 16, 2014 Share Posted June 16, 2014 I see that the update doesn't include the ZodiusInfuser parts yet... Was thinking about getting those. Guess I'll give it a bit of a wait since the update is save-breaking.Can you have both sets alongside each other (or will you, when the update to ZodiusInfuser's models gets published)? I really like the look of both of them, for different types of applications. The standard MSI hinges and such are great for "rough and ready" type stuff, like Mun Landers and rovers... while the ZodiusInfuser models put me in the mind more of aircraft applications. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted June 16, 2014 Share Posted June 16, 2014 (edited) I see that the update doesn't include the ZodiusInfuser parts yet... Was thinking about getting those. Guess I'll give it a bit of a wait since the update is save-breaking.Can you have both sets alongside each other (or will you, when the update to ZodiusInfuser's models gets published)? I really like the look of both of them, for different types of applications. The standard MSI hinges and such are great for "rough and ready" type stuff, like Mun Landers and rovers... while the ZodiusInfuser models put me in the mind more of aircraft applications.Part of this update involved moving the existing IR parts into a new Legacy subdirectory. When I update my parts this evening they'll go into a Rework directory. For now the downloads are separate, but eventually they'll get combined or switched as my parts become more final.As for the style of mine, I was aiming for spacey, but I guess aircraft are close to space, right? Edited June 16, 2014 by ZodiusInfuser Link to comment Share on other sites More sharing options...
sirkut Posted June 16, 2014 Author Share Posted June 16, 2014 I see that the update doesn't include the ZodiusInfuser parts yet... Was thinking about getting those. Guess I'll give it a bit of a wait since the update is save-breaking.Can you have both sets alongside each other (or will you, when the update to ZodiusInfuser's models gets published)? I really like the look of both of them, for different types of applications. The standard MSI hinges and such are great for "rough and ready" type stuff, like Mun Landers and rovers... while the ZodiusInfuser models put me in the mind more of aircraft applications.Well here's the good news. You can still use ZI's parts until he updates them.When using the part, accessing the Tweakable will show that the stepIncrement isn't found. They will still function, it's just the default value in the CFG doesn't meet the criteria I placed within the code. They still move, etc. Link to comment Share on other sites More sharing options...
VaporTrail Posted June 16, 2014 Share Posted June 16, 2014 All good to know.Depends on your "spacey" I guess... Apollo 13 spacey vs. Star Trek spacey. Like I said, I like em both And with the tweakable scaling meaning less raw parts, means 'moar room for moar partses.' Link to comment Share on other sites More sharing options...
Jahulath Posted June 16, 2014 Share Posted June 16, 2014 Sweet, this has totally blossomed under your care! I have one question though. In a Unity heirarchy for a part using this plugin, is it possible to have two game objects with multiple parts or is it limited to two models, one fixed and then "the other one"? I have been tinkering but I wanted to check that I'm not barking up the wrong tree (AKA I can't get it to work). Link to comment Share on other sites More sharing options...
sirkut Posted June 16, 2014 Author Share Posted June 16, 2014 Sweet, this has totally blossomed under your care! I have one question though. In a Unity heirarchy for a part using this plugin, is it possible to have two game objects with multiple parts or is it limited to two models, one fixed and then "the other one"? I have been tinkering but I wanted to check that I'm not barking up the wrong tree (AKA I can't get it to work).Well when making them you can one one fixedMesh while the rest can move around no matter the number of meshes (I'm recalling from memory when I was testing that out when i first started). Also, if you make anything please let me know, I'd like to put it on the front of the thread. Link to comment Share on other sites More sharing options...
orangewarning Posted June 16, 2014 Share Posted June 16, 2014 0.16 is now published. I include download from Mediafire, Github and Curse (when it gets approved). Enjoy. It will break your game. Read the warning. Enjoy!even the docking washers will break my save? Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted June 16, 2014 Share Posted June 16, 2014 Well when making them you can one one fixedMesh while the rest can move around no matter the number of meshes (I'm recalling from memory when I was testing that out when i first started). Also, if you make anything please let me know, I'd like to put it on the front of the thread.That's an interesting point. Would children of the fixedMesh also be fixed? Link to comment Share on other sites More sharing options...
sirkut Posted June 16, 2014 Author Share Posted June 16, 2014 That's an interesting point. Would children of the fixedMesh also be fixed?I am not so sure that is the case. Give it a try and see. Link to comment Share on other sites More sharing options...
Jahulath Posted June 16, 2014 Share Posted June 16, 2014 It kinda just explodes, the model is not exactly set up for it either, I shall have to do it a different way. I was just messing about with an old drop pod model I had - was thinking of tricking it out with a few science consoles. Link to comment Share on other sites More sharing options...
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