cdugas4 Posted June 21, 2014 Share Posted June 21, 2014 Thanks! Trying it out now. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 21, 2014 Share Posted June 21, 2014 (edited) Hey sirkut, what the chances of making the servo GUI resizable?Part clipping aside, I want the wheels to rotate in opposite directions (the right hand one rotating clockwise, the left hand one anti-clockwise)and only by 180 degrees ('stowed' and 'deployed', as it were), but the left hand one is misbehaving, no matter what settings I use.Javascript is disabled. View full albumAlso, it's impossible to get 0 or 180 degrees in the step increment. The closest I can get is 1.8 degrees either side. Edited June 21, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
Guest Posted June 21, 2014 Share Posted June 21, 2014 That. Or at least scale it up by a fair margin. It's too small and clumsy right now. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 21, 2014 Share Posted June 21, 2014 New post, new bug Javascript is disabled. View full albumThe light that was attached in symmetry to the truss doesn't seem to take into account the reversed axis of rotation.Craft file here, just need the rework models, all else is stock Link to comment Share on other sites More sharing options...
Hodo Posted June 21, 2014 Share Posted June 21, 2014 Anyone have any links to someone instructions on how to make variable geometry wings with IR? I have tried a few times and I am trying to see how others are doing it. Link to comment Share on other sites More sharing options...
sirkut Posted June 21, 2014 Author Share Posted June 21, 2014 Hey sirkut, what the chances of making the servo GUI resizable?Part clipping aside, I want the wheels to rotate in opposite directions (the right hand one rotating clockwise, the left hand one anti-clockwise)and only by 180 degrees ('stowed' and 'deployed', as it were), but the left hand one is misbehaving, no matter what settings I use.http://imgur.com/a/6sh4kAlso, it's impossible to get 0 or 180 degrees in the step increment. The closest I can get is 1.8 degrees either side.Not sure why it's misbehaving. What happens when invert axis is off for both?As for not getting 0 or 180, there's a fix for that. Click the "[]" button next to the specific part. A new window will appear, enter the value you want. Link to comment Share on other sites More sharing options...
sirkut Posted June 21, 2014 Author Share Posted June 21, 2014 New post, new bug http://imgur.com/a/2gTRKThe light that was attached in symmetry to the truss doesn't seem to take into account the reversed axis of rotation.Craft file here, just need the rework models, all else is stockSymmetry mode is acting weird. I suggest just attaching each light individually. Sucks I know but I don't know how I could fix that. Link to comment Share on other sites More sharing options...
sirkut Posted June 21, 2014 Author Share Posted June 21, 2014 Symmetry mode is acting weird. I suggest just attaching each light individually. Sucks I know but I don't know how I could fix that.EDIT: looks like I may have broken the loading of craft files to display the group editor window when I fixed the subassembly issue. *sigh* can't win. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 21, 2014 Share Posted June 21, 2014 Not sure why it's misbehaving. What happens when invert axis is off for both?Invert Axis off sent them in opposite directions, like both were on, except the direction was reversed. Anywho, I got it working now, had to set the left min to -180 and max to 0 and the right min to 0 and max to 180. Seems I tired every combination of 180 and +/- there was except that one, heh... Thanks for the pointer about the [] button, sometimes, it's a wonder I can even function on a day to day basis.Symmetry mode is acting weird. I suggest just attaching each light individually. Sucks I know but I don't know how I could fix that.Did you try the craft? The annoying thing about SPH symmetry is that it's really quite difficult to get two things symmetrical without using it. I did manage it with a lot of help from Editor Extensions though, I don't know how I'd cope without it.Overall then, mission successful, thanks for the help. I'll leave you be for a while now EDIT: EDIT: looks like I may have broken the loading of craft files to display the group editor window when I fixed the subassembly issue. *sigh* can't win.Yeah, noticed that too in getting the chassis subassembly on to a stock pod. Forgot to tell you Link to comment Share on other sites More sharing options...
sirkut Posted June 21, 2014 Author Share Posted June 21, 2014 Invert Axis off sent them in opposite directions, like both were on, except the direction was reversed. Anywho, I got it working now, had to set the left min to -180 and max to 0 and the right min to 0 and max to 180. Seems I tired every combination of 180 and +/- there was except that one, heh... Thanks for the pointer about the [] button, sometimes, it's a wonder I can even function on a day to day basis.Did you try the craft? The annoying thing about SPH symmetry is that it's really quite difficult to get two things symmetrical without using it. I did manage it with a lot of help from Editor Extensions though, I don't know how I'd cope without it.Overall then, mission successful, thanks for the help. I'll leave you be for a while now Yes I tried the craft out and my solution is to just place the parts individually. You can eyeball it and it will work. I'm not sure there's a way _I_ can fix that goofy issue. Link to comment Share on other sites More sharing options...
VaporTrail Posted June 21, 2014 Share Posted June 21, 2014 (edited) Anyone have any links to someone instructions on how to make variable geometry wings with IR? I have tried a few times and I am trying to see how others are doing it.I saw your request about variable geometry wings, and decided to build this as a test. Uses Spaceplane+ and Pwings [edit] and KAX wheels (oops)... flies pretty stable for something just thrown together.Here's some pics... The business end of the wing sweep:Just a docking washer attached parallel to the wing axis.Main wing attached to docking washer so that the washer will sweep the wing:Another Pwing attached forward of washer to hide the joint and gap when the wing sweeps:Flight Pics: Edited June 21, 2014 by VaporTrail Put quote in... Link to comment Share on other sites More sharing options...
Hodo Posted June 21, 2014 Share Posted June 21, 2014 Ok thanks so docking washers.. may have to try that later tonight. +1 thanks Link to comment Share on other sites More sharing options...
VaporTrail Posted June 21, 2014 Share Posted June 21, 2014 If I was going to go into it heavily, I'd probably go in and set the rotation limits on the washer, so it doesn't overrotate. As it was, I just did it by eye. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 21, 2014 Share Posted June 21, 2014 I saw your request about variable geometry wings, and decided to build this as a test. Uses Spaceplane+ and Pwings... flies pretty stable for something just thrown together.Here's some pics... The business end of the wing sweep:http://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot112_zpsdbac7567.pngJust a docking washer attached parallel to the wing axis.Main wing attached to docking washer so that the washer will sweep the wing:http://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot111_zpsc9cdee69.pngAnother Pwing attached forward of washer to hide the joint and gap when the wing sweeps:http://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot109_zps996698ae.pngFlight Pics:http://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot115_zps7af05e75.pnghttp://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot116_zpsacb83a1d.pnghttp://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot118_zps0367c1a5.pnghttp://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot119_zps34bade09.pnghttp://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot121_zps9eb0778f.pnghttp://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot122_zpsda75d96d.pnghttp://i38.photobucket.com/albums/e146/_VaporTrail_/screenshot123_zps7136eb1f.pngThat's beautiful... I might have to steal that idea In other news, I discovered (and then read here) that any changes made to one part in a group of symmetry will make the change to all parts in that group. Pretty annoying, as I would have to make the changes required every time I put the craft to launch and there's no way around it. However, then I remembered I have StripSymmetry installed! Two buttons and a click later and I have each thing being independent! Now let's just hope I don't have/want to make any more changes to the legs unless I fancy doing it 4 times by eye... Link to comment Share on other sites More sharing options...
DeepOdyssey Posted June 21, 2014 Share Posted June 21, 2014 (edited) For anyone who would want to move onto this version of mod, while having important spacecrafts like stations ingame using old parts i have a quick guide.1. You need to download Notepad++2. Make a copy of the game, and install the newest version3. Open the craft you have problems with[ie. it had vanished because of incompatible parts] on your KSP install with OLD[pre 16.0] version.4. Delete the problematic part, connect the craft without that part.5. Save the craft6. Open it in your KSP install with NEW mod[16.0 and onward] version7. Apply new hinges/rotatrons in place where the removed problematic part was.8. Launch the craft with the stage you had in your original save, adjust fuel, antennas etc.9. Save the game using quicksave.Now for the hard part.10. Open the quicksave made on the NEW mod version[16.0 and higher] using notepad++11. Search for the craft using ctrl+f, then when you found it, find a first line with PART header. Write down or remember the number of the line.12. Scroll down to the end of VESSEL's header closing curly braces,. Write down or remember the number of the line13. Go back to the PART header, press ctrl+g and write the first number.14. Press edit, and choose begin/end selection14. Press CTRL+G, write the second number15.Press edit and choose begin/end selection16. Now you had gotten the selected text between PART and end of VESSEL curly braces. 17. Press ctrl+c to copy17. Open the quicksave from KSP version with OLD[<16.0 version of the mod], this is your current game you want to upgrade.18.Repeat the steps 11 to 1619.Press ctrl+v to copy If everything was made correctly, you should have the identical craft, on the same orbit, path, place etc. Ufff i wasted 2 hours, to upgrade my crafts, but i really, didn't want to start again, especially, that i have invested time in remote tech. Edited June 21, 2014 by DeepOdyssey Link to comment Share on other sites More sharing options...
sirkut Posted June 21, 2014 Author Share Posted June 21, 2014 For anyone who would want to move onto this version of mod, while having important spacecrafts like stations ingame using old parts i have a quick guide.1. You need to download Notepad++2. Make a copy of the game, and install the newest version3. Open the craft you have problems with[ie. it had vanished because of incompatible parts] on your KSP install with OLD[pre 16.0] version.4. Delete the problematic part, connect the craft without that part.5. Save the craft6. Open it in your KSP install with NEW mod[16.0 and onward] version7. Apply new hinges/rotatrons in place where the removed problematic part was.8. Launch the craft with the stage you had in your original save, adjust fuel, antennas etc.9. Save the game using quicksave.Now for the hard part.10. Open the quicksave made on the NEW mod version[16.0 and higher] using notepad++11. Search for the craft using ctrl+f, then when you found it, find a first line with PART header. Write down or remember the number of the line.12. Scroll down to the end of VESSEL's header closing curly braces,. Write down or remember the number of the line13. Go back to the PART header, press ctrl+g and write the first number.14. Press edit, and choose begin/end selection14. Press CTRL+G, write the second number15. Now you had gotten the selected text between PART and end of VESSEL curly braces. 16. Press ctrl+c to copy16. Open the quicksave from KSP version with OLD[<16.0 version of the mod], this is your current game you want to upgrade.17.Repeat the steps 11 to 1518.Press ctrl+v to copy If everything was made correctly, you should have the identical craft, on the same orbit, path, place etc. Ufff i wasted 2 hours, to upgrade my crafts, but i really, didn't want to start again, especially, that i have invested time in remote tech.Thanks for sharing that. I honestly couldn't figure out an elegant way to fix this for everyone. Every route I took was difficult and a pain in the butt. As I said before, we shouldn't be breaking saved games anymore as I've gotten everything where it needs to be now. Link to comment Share on other sites More sharing options...
VaporTrail Posted June 21, 2014 Share Posted June 21, 2014 That's beautiful... I might have to steal that idea Go ahead... I based the wing design heavily on what I remember of the design of the F-14.Have to say though, it was literally thrown together as a "lets see if this works." Link to comment Share on other sites More sharing options...
sirkut Posted June 21, 2014 Author Share Posted June 21, 2014 Updated to 0.16.2 to fix loading of broken crafts that contain IR parts. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted June 22, 2014 Share Posted June 22, 2014 (edited) Go ahead... I based the wing design heavily on what I remember of the design of the F-14.Well if it works, it ain't stupid.. (and yes, those are missiles on the bottom. Technically, KWR small SRBs TweakScaled down several sizes. They don't fly very well either but look cool as heck when I fire them)Thanks sirkut, grabbing the update now. Edited June 22, 2014 by ObsessedWithKSP Link to comment Share on other sites More sharing options...
Tortoise Posted June 22, 2014 Share Posted June 22, 2014 Anyone know how to reenforce hinges and stuff?I want to make foldable wings, so I place a hinge in between the fuselage and the wing, and the wing gets all wobbly during flight, compared to being directly to the tank. Link to comment Share on other sites More sharing options...
MK3424 Posted June 22, 2014 Share Posted June 22, 2014 Sirkut, i have major issues since the window is toggleable in the toolbar: whenever i try to launch a KSO shuttle, the ARM seems to move the centre of mass way off and throws the shuttle around in midflight, i tested the shuttle without the ARM and have no issues with that.Here is the craftfile (you need the new KSO EWBL)http://www.4shared.com/file/VeadgEUyce/KSO__EWBCL_Block_4_ARM.html Link to comment Share on other sites More sharing options...
DeepOdyssey Posted June 22, 2014 Share Posted June 22, 2014 Anyone know how to reenforce hinges and stuff?I want to make foldable wings, so I place a hinge in between the fuselage and the wing, and the wing gets all wobbly during flight, compared to being directly to the tank. I asked about the same stuff, but there is no cure for weak hinges. Just use the biggest one. And if quantum struts are working, i would use them also. Link to comment Share on other sites More sharing options...
sirkut Posted June 22, 2014 Author Share Posted June 22, 2014 Sirkut, i have major issues since the window is toggleable in the toolbar: whenever i try to launch a KSO shuttle, the ARM seems to move the centre of mass way off and throws the shuttle around in midflight, i tested the shuttle without the ARM and have no issues with that.Here is the craftfile (you need the new KSO EWBL)http://www.4shared.com/file/VeadgEUyce/KSO__EWBCL_Block_4_ARM.htmlCouple of things. Which window is toggleable in the toolbar? Which version?You need to list what mods you are using. I've spotted KAS & Dromoman, while I recognized those parts it wouldn't be fun to figure them out if I didn't.Second you are using the OLD infernal parts. While I did say you can keep the old and the new I would try using the new parts. Less space in the VAB.Third there was an issue with the mass not being calculated correctly with the tweaked parts that I did fix recently. Now I am not sure if this is affects the old IR parts.As for the center of mass issue. I'm not sure why it's goes nutty at a certain height. Maybe offset the weight on the other side?Also, your middle joint where you have 2 IR hinges connected to each other. You don't connect them "top to top" as it will rotate fine but will look unreal. base must always connect to the top.- - - Updated - - -I asked about the same stuff, but there is no cure for weak hinges. Just use the biggest one. And if quantum struts are working, i would use them also.ZodiusInfuser and Marce are working together on an ActiveStrut system that will be quite useful for what you are having problems with. Link to comment Share on other sites More sharing options...
AndreyATGB Posted June 22, 2014 Share Posted June 22, 2014 Problem with struts in a movable wing design is that the wings are impossible to move in only one direction because they produce lift and when they're on the ground it'll all bend down due to gravity. I tried to make a folding plane so it can re-enter then deploy while flying and it's just not feasible with quantum struts. Maybe the activestrut thing is different somehow but it sounds like the same concept. Link to comment Share on other sites More sharing options...
Wyrmshadow Posted June 22, 2014 Share Posted June 22, 2014 I've got the tweekable Goodspeed mod and I've installed 16.2 for MSI but I'm not seeing any size tweeks. Link to comment Share on other sites More sharing options...
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