MK3424 Posted June 25, 2014 Share Posted June 25, 2014 Here's a screenshot of my gamedata folder:And here's the craft in question:http://www.4shared.com/file/rqTR8QdMce/KSO__EWBCL_Block_4_ARM.htmlIt still gives me the same issues: centre of mass moving out of vehicle during launch.Am i installing parts the wrong way? Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 Let me know if you do find out that stuff does need changing and I'll update the downloads. Don't have time at the moment to try the update out myself.They work fine it's just the parts don't scale to my liking. If a part weights 1ton and the part that is 1/2 the size, I like to keep it simple and make it 1/2ton. TweakScale doesn't behave this way all the time so I changed it. Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 Here's a screenshot of my gamedata folder:http://i.imgur.com/Vdqy7Tn.pngAnd here's the craft in question:http://www.4shared.com/file/rqTR8QdMce/KSO__EWBCL_Block_4_ARM.htmlIt still gives me the same issues: centre of mass moving out of vehicle during launch.Am i installing parts the wrong way?When during launch? What altitude, what angle, etc? Have you launched something with a weight offset that is similar to the arm to see if this replicates the problem? Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 When during launch? What altitude, what angle, etc? Have you launched something with a weight offset that is similar to the arm to see if this replicates the problem?I launched it without any payload, only the ARM.After a while in the launch, the centre of mass moves up, then down up until it's almost out of the vehicle, then i decuople the boosters, then the centre of mass moves lower untill the ship tips over because the autotrim want's to counteract it's movements, then when i decouple the external tank, the shuttle rotate around a point outside the vehicle and it's hard to see it because the camera follows the centre of mass. Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 I launched it without any payload, only the ARM.After a while in the launch, the centre of mass moves up, then down up until it's almost out of the vehicle, then i decuople the boosters, then the centre of mass moves lower untill the ship tips over because the autotrim want's to counteract it's movements, then when i decouple the external tank, the shuttle rotate around a point outside the vehicle and it's hard to see it because the camera follows the centre of mass.How are you seeing the center of mass move? A gui? What? Link to comment Share on other sites More sharing options...
Guest Posted June 25, 2014 Share Posted June 25, 2014 The camera orbits the COM. It's pretty easy to see it move. Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 The camera orbits the COM. It's pretty easy to see it move.I never knew that, wouldn't the center of mass change while the fuel is being used? I just don't see how my parts would be the cause of anything external. Link to comment Share on other sites More sharing options...
Lekke Posted June 25, 2014 Share Posted June 25, 2014 I just did a couple of launches, including a KSO one and I didn't experiance anything strange with the COM. Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 (edited) I never knew that, wouldn't the center of mass change while the fuel is being used? I just don't see how my parts would be the cause of anything external.Yes, it should move very slowly but when i launch with the arm, it moves slowly and some times "jumps" further than normal.I think it's the shuttle mod itself is to blame.....I'm searching the origin of the error. Edited June 25, 2014 by MK3424 Link to comment Share on other sites More sharing options...
UAL002 Posted June 25, 2014 Share Posted June 25, 2014 I also had issues with the center of mass thing. If this patch didn't fix it, I have a vessel ready to launch, I'll take vid of it. I am certain 1.6.1 and 1.6.2 was causing it, as when I removed the IR parts on that vessel it stopped. Expect update in 4-6 hours. Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 Here's the deal. I took the arm that I redid, added it to the KSO so it resembled yours MK3424, followed the instructions pdf on how to launch the craft and i was able to get into orbit without any problems, never lost control (which may be why I would flip all crazy was because i wasn't following instructions) OR that the plugin now works. Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 Here's the deal. I took the arm that I redid, added it to the KSO so it resembled yours MK3424, followed the instructions pdf on how to launch the craft and i was able to get into orbit without any problems, never lost control (which may be why I would flip all crazy was because i wasn't following instructions) OR that the plugin now works.I think that there are mods conflicting eachother, i'm currently rebuilding my gamedata folder to fix the issue Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 I think that there are mods conflicting eachother, i'm currently rebuilding my gamedata folder to fix the issueWhat about the improved chase camera? Just something I noticed in the list. Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 What about the improved chase camera? Just something I noticed in the list.It modifys the behavior of the camera in the way it's following the vessel (chase camera not tilting with the vessel when taking corners), i play with it, but on default it's OFF.mod:http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-3-1-(5-22) Link to comment Share on other sites More sharing options...
BigD145 Posted June 25, 2014 Share Posted June 25, 2014 It modifys the behavior of the camera in the way it's following the vessel (chase camera not tilting with the vessel when taking corners), i play with it, but on default it's OFF.mod:http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-3-1-(5-22)Its default is ON. I installed but haven't really played with it much, but the cfg defaults ON. Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 Its default is ON. I installed but haven't really played with it much, but the cfg defaults ON.I edited the cfg to OFF.Also: i've deleted it and still no difference. Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 I want to see a log file that you stated in the kso tread about null refs and gotorig errors. Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 I want to see a log file that you stated in the kso tread about null refs and gotorig errors.I think i'm getting close on the suspect: it might be Nothke's DROMOMAN and/or using different sizes of robotic parts. Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 SUSPECT FOUND AND IDENTIFIED!!!!:Nothke's DROMOMAN! parts are outdated and are messing up the IR joints!I've been watching the debug menu with every change i made, when i accidentaly loaded the game without dromoman parts, i didn't had the error.I redid the test with the DROMOMAN parts then i got the error.So, the dromoman parts needs to be updated! they cause havoc with KSO!!! Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 SUSPECT FOUND AND IDENTIFIED!!!!:Nothke's DROMOMAN! parts are outdated and are messing up the IR joints!I've been watching the debug menu with every change i made, when i accidentaly loaded the game without dromoman parts, i didn't had the error.I redid the test with the DROMOMAN parts then i got the error.So, the dromoman parts needs to be updated! they cause havoc with KSO!!!Did you just install them without changing anything? I did cover this in the OP0.15 is out. Tweakables galore! NOTE: This MIGHT break your saved game. Please make a backup copy and give it a try. Delete the parts AND the plugin as it will not work without doing this important step. To get Dromoman's arms to work. Read this post: http://forum.kerbalspaceprogram.com/...=1#post1158720Industrial hinge is broken until I figure out why it's misbehaving.The parts work fine for me, no errors as long as I make the partmodule fix. Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 Actually. Hold up. You are telling me it's the Dromoman parts yet the craft you supplied me had ZERO dromoman parts side from the limb parts which aren't even robotic parts... I swear, I need a drink. Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 Actually. Hold up. You are telling me it's the Dromoman parts yet the craft you supplied me had ZERO dromoman parts side from the limb parts which aren't even robotic parts... I swear, I need a drink.Yes, i know that the craft didn't had dromoman parts.But i had the issue because i had dromoman parts installed. Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 Yes, i know that the craft didn't had dromoman parts.But i had the issue because i had dromoman parts installed.Well I just had a beer, going to have another one in your honor. At least it's working for you. Even still the parts don't cause me any concern in myt game so if it works for you then more power to you. Feel free to look at my rotatron config to see what you can do to make it "exact." Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 Well I just had a beer, going to have another one in your honor. At least it's working for you. Even still the parts don't cause me any concern in myt game so if it works for you then more power to you. Feel free to look at my rotatron config to see what you can do to make it "exact."Wait.... what if i don't have updated the dromoman cfgs?, that may explain why it worked on your pc and not mine. Link to comment Share on other sites More sharing options...
sirkut Posted June 25, 2014 Author Share Posted June 25, 2014 Wait.... what if i don't have updated the dromoman cfgs?, that may explain why it worked on your pc and not mine.Well when I mean update I mean wrapping the part of the config that relates to the plugin. In the arm_rotact cfg for example:module = PartMuMechServo is no longer present, it should be Partthen at the bottom it should look like this:// toggle parametersMODULE{name = MuMechTogglerotateJoint = TruerotateAxis = 0, -1, 0keyRotateSpeed = 5.0rotateLimits = FalsejointSpring = 0jointDamping = 0onActivate = FalserotateKey = leftrevRotateKey = rightfixedMesh = rotabaseservoName = Rotact}}Now you need to make sure you don't have any other infernalrobotics.dll running around anywhere. Link to comment Share on other sites More sharing options...
Recommended Posts