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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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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.

Did you refer to my tutorial on how to build an IR part?

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You made a tutorial? I just did it by memory from dissecting one last year. I made a lift and some other stuff - Apologies I haven't touched KSP for months...

Oh yeah you made a tutorial! Ok so you are saying two meshes and that's your lot - I can work with that :)

Edited by Jahulath
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You made a tutorial? I just did it by memory from dissecting one last year. I made a lift and some other stuff - Apologies I haven't touched KSP for months...

Oh yeah you made a tutorial! Ok so you are saying two meshes and that's your lot - I can work with that :)

You can do more than 2 but keep in mind that only one is allowed to be fixed.

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Also, did you ever release your Animator plugin? I seem to recall promise and working examples of adjustable landing legs and other goodies?

In the process of working on it again. For some reason I'm getting 30fps instead of the standard 60fps when it's running.

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In the process of working on it again. For some reason I'm getting 30fps instead of the standard 60fps when it's running.

As long as I can create a gripper for the rewoork when it comes out I'll be happy :D

Oh, btw I've updated all the rework stuff to 0.16 and the new folder structure. Enjoy!

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I found a bug I believe. When assigning shortcut keys to servo groups if uppercase letters are used all servos cease to function using either the key or the gui to activate the servo. I'm using the 0.16 and the newest rework stuff.

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I found a bug I believe. When assigning shortcut keys to servo groups if uppercase letters are used all servos cease to function using either the key or the gui to activate the servo. I'm using the 0.16 and the newest rework stuff.

Always been that way, don't use cap letters. :)

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I just installed v 0.16 but when I right click on a part the TweakScale doesn't show up. Is there a fix for it?

Edit: Ok I found the problem, the Goodspeed arospace parts mod was conflicting with it.

Edited by Lekke
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I just installed v 0.16 but when I right click on a part the TweakScale doesn't show up. Is there a fix for it?

Edit: Ok I found the problem, the Goodspeed arospace parts mod was conflicting with it.

Thanks for sharing that. Were you able to still use those parts from goodspeed? Can you use TweakScale for it instead?

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I've been having a lot of weird issues with sub assemblies lately it seems. I had to post an issue over on Procedural Fairings the other day. Here is what happens with IR:

I assemble a solar arm array and have the following parts in the servo window:

msiv61.jpg

now I save the arm as a sub-assembly and start a new craft, I start with the RCS tank as root again and add on the sub-assembly and end up with this:

msiv62.jpg

The first four servo names will move the parts if I click on the Rotate buttons but they do no highlight in the editor and seem to just be some sort of duplicates. At first I thought maybe it was because I was building the arm by adding the hinge, then the rotatron, then the telescopic arm and solar panel - then alt-clicking to copy the rotatron, telescopic arm and solar panel to create the second one. So I made sure to build the entire thing from unique parts without alt+click copying and this was still the result. No idea why the hinge isn't also duplicated.

sub-assembly and output_log.txt here.

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I noticed the gantry rail is larger than before even at small. Had to redesign a ship to compensate for this. Is the larger size of this part intentional?

Actually you caught something that I did not notice. I forgot a size! There are 4 sizes instead of 3! I forgot the Extra small version.

Instead of me having to upload on my DSL, here are the steps you will need to do to get the extra small version back into the game.

In the IR_TweakScale.cfg file you will need to add a new section:

SCALETYPE

{

name = IR_RoboticGantry

freeScale = false

scaleFactors = 0.125, 0.25, 0.5, 1.0

scaleNames = Extra Small,Small, Medium, Large

defaultScale = 1.0

}

THEN in both the part.cfg and partVariant.cfg in the IR_Gantry folder you will need to replace the IR_RoboticStock work with IR_RoboticGantry. Reload the game and you should be set. Thanks for noticing that.

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I've been having a lot of weird issues with sub assemblies lately it seems. I had to post an issue over on Procedural Fairings the other day. Here is what happens with IR:

I assemble a solar arm array and have the following parts in the servo window:

http://www.blade-edge.com/images/forums/ksp/msiv61.jpg

now I save the arm as a sub-assembly and start a new craft, I start with the RCS tank as root again and add on the sub-assembly and end up with this:

http://www.blade-edge.com/images/forums/ksp/msiv62.jpg

The first four servo names will move the parts if I click on the Rotate buttons but they do no highlight in the editor and seem to just be some sort of duplicates. At first I thought maybe it was because I was building the arm by adding the hinge, then the rotatron, then the telescopic arm and solar panel - then alt-clicking to copy the rotatron, telescopic arm and solar panel to create the second one. So I made sure to build the entire thing from unique parts without alt+click copying and this was still the result. No idea why the hinge isn't also duplicated.

sub-assembly and output_log.txt here.

What is the solar panel from?

Edited by sirkut
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I've been having a lot of weird issues with sub assemblies lately it seems. I had to post an issue over on Procedural Fairings the other day. Here is what happens with IR:

I assemble a solar arm array and have the following parts in the servo window:

http://www.blade-edge.com/images/forums/ksp/msiv61.jpg

now I save the arm as a sub-assembly and start a new craft, I start with the RCS tank as root again and add on the sub-assembly and end up with this:

http://www.blade-edge.com/images/forums/ksp/msiv62.jpg

The first four servo names will move the parts if I click on the Rotate buttons but they do no highlight in the editor and seem to just be some sort of duplicates. At first I thought maybe it was because I was building the arm by adding the hinge, then the rotatron, then the telescopic arm and solar panel - then alt-clicking to copy the rotatron, telescopic arm and solar panel to create the second one. So I made sure to build the entire thing from unique parts without alt+click copying and this was still the result. No idea why the hinge isn't also duplicated.

sub-assembly and output_log.txt here.

Hey. I figured out the solar panel. I can replicate it. It's an interesting bug that I somehow need to capture when a sub assembly is loaded. When picking that, the gameevent onPartAttach is called despite it being on the actual craft. Thanks for finding this! Its going to take me a bit to figure out how to fix this.

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Thanks to DMagic & ozraven I figured out a way to fix the subassembly bug. I'll be updating the plugin & including the extra small sized gantry in the next update tomorrow morning. Thanks again to both of you for finding these issues.

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Thanks for sharing that. Were you able to still use those parts from goodspeed? Can you use TweakScale for it instead?

After I noticed it was the goodspeed mod that was causing the issue I removed it and installed the TweakScale - rescale everything instead.

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After I noticed it was the goodspeed mod that was causing the issue I removed it and installed the TweakScale - rescale everything instead.

Great to hear! Thanks again for letting me know so I can keep this in mind while helping people.

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because I hate doors that done't fit or don't have a hit box and the array of cargobays is a bit lacking (or broken or gone completely) I figured a purpose built bay and door was in order :)

First draft, all working, UV mapped, textured. Needs tweaking (texture is not aligned)

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Edited by Jahulath
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@sirkut

I'm noticing that a lot of your parts share textures but they each have their own file. I think you could optimize your mod even further by using the MODEL module to share texture files. Something like:

MODEL

{

model = MagicSmokeIndustries/Parts/Legacy/dockingwasher/dockingwasher_std

texture = washer , MagicSmokeIndustries/Parts/Legacy/000_textures/rails-washer-hingeTall-piston

texture = washer1 , MagicSmokeIndustries/Parts/Legacy/000_textures/rails-washer-hingeTall-piston

texture = washernorm , MagicSmokeIndustries/Parts/Legacy/000_textures/rails-washer-hingeTall-piston_norm

}

I experimented with this a bit myself but without much luck. But if you re-exported your parts in a way that expected this I think you could make it work. Let me know if you could use my help.

Thanks again for the great mod! :D

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I have found that it fails horribly if you try to do this - the core of IR is old as the hills, I wouldn't be surprised to find it can't cope with the newer MODEL{} format.

Of course if it in fact can and I am a dumbass then all the better and SHOW ME HOW :) (I was looking at this exact thing yesterday while making a cargo bay that is 100% attachable unlike most prettier but less functional models I have used)

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I have found that it fails horribly if you try to do this - the core of IR is old as the hills, I wouldn't be surprised to find it can't cope with the newer MODEL{} format.

Of course if it in fact can and I am a dumbass then all the better and SHOW ME HOW :) (I was looking at this exact thing yesterday while making a cargo bay that is 100% attachable unlike most prettier but less functional models I have used)

Well the core of IR has been rewritten if you've been paying attention. :) It's now a PartModule but I never had much luck with the whole MODEL referencing in the past. I may revisit it in the future. At this point I've eliminated loading multiple parts in the VAB so let's do this in baby steps.

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I have found that it fails horribly if you try to do this - the core of IR is old as the hills, I wouldn't be surprised to find it can't cope with the newer MODEL{} format.

Of course if it in fact can and I am a dumbass then all the better and SHOW ME HOW :) (I was looking at this exact thing yesterday while making a cargo bay that is 100% attachable unlike most prettier but less functional models I have used)

I tried to use MODEL{} for the rework parts, but it pretty much always ended up with the hinge not actually animation (despite child objects moving file). The alternative suggestion was to have all parts within a single folder but they all insisted on referencing the same model file :huh:. Not too important in the grand scheme of things since theres enough difference between my parts to help justify separate textures for each.

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Well the core of IR has been rewritten if you've been paying attention. :)

Well that was embarrassing, apologies I had not indeed been paying attention. It really didn't want to work for me though!

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