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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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i am encounterig strange bug.. i cant use groups settings in vab. window turns blank when i hover mouse cursor over it.

it works fine ingame.

Getting out the editor, and back in fixes it.

Had/have the same issue.

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A lower speed setting does help alot. But I'll have to rethink the concept, ajusting my orbit after every payload delivery just isn't worth it. The stations won't enter loading distance of each other that soon, but then agian with time warp the buffer is pointless.

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i am encounterig strange bug.. i cant use groups settings in vab. window turns blank when i hover mouse cursor over it.

it works fine ingame.

Steps to reproduce this would be useful.

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Hi sirkut,

in the 0.16.5a download is only legacy-parts-folder in the part-folder. Is this right?

PS: You can hide the legacy-parts in the VAB/SPH by setting the "category = Utility" to "category = -1" in the appropriate part.cfg

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Hi sirkut,

in the 0.16.5a download is only legacy-parts-folder in the part-folder. Is this right?

PS: You can hide the legacy-parts in the VAB/SPH by setting the "category = Utility" to "category = -1" in the appropriate part.cfg

They are there for a reason. When ZodiusInfuser finally makes a replacement for each part those parts will be discontinued. Until then "mine" will stay in Legacy and all of the rework models will be in the Rework folder.

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Steps to reproduce this would be useful.

I think the bug he speaks about is when you use control+z to undo an action and you have robotic parts on your craft, every time I ran across it i was setting up my robotics and accidently removed a part.

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I think the bug he speaks about is when you use control+z to undo an action and you have robotic parts on your craft, every time I ran across it i was setting up my robotics and accidently removed a part.

Perfect, I will look into it. Thanks. I never bothered with control-z because I always found it to be iffy.

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great job with the update sirkut. Wiped the previous folder and installed 16.5a and haven't seen any issues with my pre-existing craft so far.

I am still seeing the group ordering not persist between craft loads however. Here is the output_log. I loaded the game, went straight to the craft through the TS, re-ordered the group, pressed the "Close Window" button on the group editor, played around a bit to ensure everything was functioning, returned to the SC, reloaded the craft through the TS and the grouping was back to launch.

It should be ordered like this:

Solar Arm Deployment

-->Hinge

-->Hinge

Solar Panel Alignment 1

-->Rotatron

-->Rotatron

Solar Panel Alignment 2

-->Rotatron

-->Rotatron

Solar Panel Alignment 3

-->Rotatron

-->Rotatron

Non Functional

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

I ordered it this way in the VAB but when I went to launch the craft it showed up as

Solar Arm Deployment

-->Hinge

-->Hinge

Solar Panel Alignment 1

-->Rotatron

-->Rotatron

Non Functional

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

Solar Panel Alignment 2

-->Rotatron

-->Rotatron

Solar Panel Alignment 3

-->Rotatron

-->Rotatron

I shrugged and launched anyways. Then v16 came out with the group editor and I tried fixing it but so far it's always reverted back to the launch setting

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I also had an issue with the gantry when i loaded up a craft. But when i replaced the gantry with a new one it was fine.

None of my craft have any IR parts. This is a brand new craft, with a brand new gantry.

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great job with the update sirkut. Wiped the previous folder and installed 16.5a and haven't seen any issues with my pre-existing craft so far.

I am still seeing the group ordering not persist between craft loads however. Here is the output_log. I loaded the game, went straight to the craft through the TS, re-ordered the group, pressed the "Close Window" button on the group editor, played around a bit to ensure everything was functioning, returned to the SC, reloaded the craft through the TS and the grouping was back to launch.

It should be ordered like this:

Solar Arm Deployment

-->Hinge

-->Hinge

Solar Panel Alignment 1

-->Rotatron

-->Rotatron

Solar Panel Alignment 2

-->Rotatron

-->Rotatron

Solar Panel Alignment 3

-->Rotatron

-->Rotatron

Non Functional

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

I ordered it this way in the VAB but when I went to launch the craft it showed up as

Solar Arm Deployment

-->Hinge

-->Hinge

Solar Panel Alignment 1

-->Rotatron

-->Rotatron

Non Functional

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

-->TPS Segment

Solar Panel Alignment 2

-->Rotatron

-->Rotatron

Solar Panel Alignment 3

-->Rotatron

-->Rotatron

I shrugged and launched anyways. Then v16 came out with the group editor and I tried fixing it but so far it's always reverted back to the launch setting

The group order gets displaced because of _when_ the parts get placed rather than the order of the actual group. Say for example the first item you put on a craft is an adjustable rail and you put that in the first group called Group1. Then you add a bunch of other parts, doesn't matter what they are or what group they are in but at the very end you decided you wanted the adjustablerail to be at the very bottom of the group list (during the vab mind you) so you move that adjustable rail to the bottom and give it a group called LastGroup. When you load the craft LastGroup will appear first in the servo group list. For the time being I'm considering that not a show stopper and set it aside for when I'm willing to mess with it.

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begginer question. how can i adjust hinge angle in vab?

default is 90'. But i woudl like to set it for example to 110'

< and > buttons only rotate whole hinge.

in game < and > adjust hingle angle, but i woudl like to do this in vab

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begginer question. how can i adjust hinge angle in vab?

default is 90'. But i woudl like to set it for example to 110'

< and > buttons only rotate whole hinge.

in game < and > adjust hingle angle, but i woudl like to do this in vab

Unfortunately you can't. It's a feature often requested and I am aware of it. You'll have to think outside of the box.

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I got a little bored and took a part that ZodiusInfuser made for the rework, chopped it in half and added support for the KAS magnet. Then, since it had EVA handles, added ladders to the yellow areas. Here's Jebediah holding on and enjoying the view. Yup, I messed up on the hinge placement. :) It was a quit rushed job to test the part. I was able to use the magnet to pull a satellite out, place it in orbit then Jebediah had his fun. The KSO is so easy to fly. Love it!

X3UAoNN.png

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I've not tried the kso yet. I think you sold me. Do you feel it fits in ksp well?

Yeah I think it fits KSP very well. Very professional modeling and the thought/research behind crafting it is stellar.

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I've not tried the kso yet. I think you sold me. Do you feel it fits in ksp well?

It's a gread mod but you have to take into account it's a heavy mod. It adds alot of parts.

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I'm 99% sure somebody already ask you that, but, do you plan on integrating some kind of quantum strut on your parts? cause I think this is the good idea to get rid of the wobble for some project.

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I'm 99% sure somebody already ask you that, but, do you plan on integrating some kind of quantum strut on your parts? cause I think this is the good idea to get rid of the wobble for some project.

Check out ZodiusInfusers model rework thread for a mod that he and Marce are working on called ActiveStruts.

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Just read the rework thread, you talk about early strut that you can destroy, and adding strut you can enable/disable on command later on tech tree. I was thinking merging the quantum plugin into the part itself, you now, to lock the mesh or something. Is it doable you think?

I'm not asking you to do it, be sure of that, just wanna know if it interesting for me to take a look at it or if you already thought of that.

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Just read the rework thread, you talk about early strut that you can destroy, and adding strut you can enable/disable on command later on tech tree. I was thinking merging the quantum plugin into the part itself, you now, to lock the mesh or something. Is it doable you think?

I'm not asking you to do it, be sure of that, just wanna know if it interesting for me to take a look at it or if you already thought of that.

I haven't thought of doing anything like that as ActiveStrut will most likely solve most issues. If you want to give the quantum struts a try go for it.

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Ok. Need some suggestions on mass. Once I get a few suggestions I will release this part. It's a space station rotating hub using Infernal Robotics. ZodiusInfuser designed it a while back using a very ingenious method and Devo skinned it a while back. It's not too outlandish and it looks somewhat stockish. It is composed of 2 parts. The hub (0.75 tons at the moment) and the outer ring (0.15 tons) that actually is the infernal robotic. When you put the two together you got a rotating hub. I sized it so it will fit inside the KSO with solar panels attached to it. Here's how you put it together:

How's a quick sloppy video of me deploying a small observation module with the rotating piece (I used an action group to deploy solar panels and rotate the part).

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