shrx Posted July 7, 2014 Share Posted July 7, 2014 Should be the latest version, I installed a couple of weeks ago.Here's the list of mods:000_Toolbar DistantObject KSO Basic Launch Guide.pdf NASAmission SCANsatRPM TweakableEverythingActionGroupManager EditorExtensions KWRocketry NavyFish SH_mods US_CoreActiveTextureManagement Engineer KerbalJointReinforcement NothkeSerCom ScienceAlert US_KASB9CtrlSurfaceFix.cfg EnhancedNavBall Kerbaltek OpenResourceSystem SelectRoot US_TD-TACLS.rarB9LandingGearFix.cfg EnvironmentalVisualEnhancements KineTechAnimation ProceduralFairings SmokeScreen UmbraSpaceIndustriesB9LandingLegsFix.cfg ExsurgentEngineering KittopiaSpace RLA_ElectricEngines Squad VNGB9_Aerospace FerramAerospaceResearch Klockheed_Martian RLA_PowerGeneration TextureReplacer VesselViewBoulderCo Firespitter MP_Nazari RLA_Stockalike ThunderAerospace WarpPluginCoolRockets GenesisRage MagicSmokeIndustries RealSolarSystem ToadicusTools masTerTorchCrewXfer GingerCorp MechJeb2 RemoteTech2 TreeLoader temperature_patch.cfgCustomAsteroids JSI MechJeb2RPM ResGen TriggerTech toolbar-settings.datDeadlyReentry KAS ModuleManager.2.1.5.dll SCANsat TurboNisu Link to comment Share on other sites More sharing options...
sirkut Posted July 7, 2014 Author Share Posted July 7, 2014 I thought it may be KerbalJointreinforcement but when I installed that mod it's working fine. i'm unsure what it could be now. Can I see an output_log.txt? Link to comment Share on other sites More sharing options...
shrx Posted July 7, 2014 Share Posted July 7, 2014 You mean KSP.log? I can't find output_log.txthttps://www.dropbox.com/s/wio7hrqohetwwsy/KSP.log Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 7, 2014 Share Posted July 7, 2014 The output_log.txt is located in the KSP_Data folder. Link to comment Share on other sites More sharing options...
shrx Posted July 7, 2014 Share Posted July 7, 2014 It must be different on OS X than windows. I don't have a KSP_Data folder. Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted July 7, 2014 Share Posted July 7, 2014 It must be different on OS X than windows. I don't have a KSP_Data folder.Ah then yes, it's different - I believe the Mac equivalent is located by opening the Console, on the left side of the window there is a menu that says 'files'. Scroll down the list and find the Unity drop down, under Unity there will be Player.log Aka Files>~/Library/Logs>Unity>Player.log. Link to comment Share on other sites More sharing options...
sirkut Posted July 7, 2014 Author Share Posted July 7, 2014 Should be the latest version, I installed a couple of weeks ago.Here's the list of mods:000_Toolbar DistantObject KSO Basic Launch Guide.pdf NASAmission SCANsatRPM TweakableEverythingActionGroupManager EditorExtensions KWRocketry NavyFish SH_mods US_CoreActiveTextureManagement Engineer KerbalJointReinforcement NothkeSerCom ScienceAlert US_KASB9CtrlSurfaceFix.cfg EnhancedNavBall Kerbaltek OpenResourceSystem SelectRoot US_TD-TACLS.rarB9LandingGearFix.cfg EnvironmentalVisualEnhancements KineTechAnimation ProceduralFairings SmokeScreen UmbraSpaceIndustriesB9LandingLegsFix.cfg ExsurgentEngineering KittopiaSpace RLA_ElectricEngines Squad VNGB9_Aerospace FerramAerospaceResearch Klockheed_Martian RLA_PowerGeneration TextureReplacer VesselViewBoulderCo Firespitter MP_Nazari RLA_Stockalike ThunderAerospace WarpPluginCoolRockets GenesisRage MagicSmokeIndustries RealSolarSystem ToadicusTools masTerTorchCrewXfer GingerCorp MechJeb2 RemoteTech2 TreeLoader temperature_patch.cfgCustomAsteroids JSI MechJeb2RPM ResGen TriggerTech toolbar-settings.datDeadlyReentry KAS ModuleManager.2.1.5.dll SCANsat TurboNisuDo me a favor and download the latest version and test it again. Your ksp.log file is saying you have 0.16.1 and currently the latest version is 0.16.5What your log file is showing:InfernalRobotics v0.16.1.0What it should be showing:InfernalRobotics v0.16.5.0Also, before submitted the output_log file. Right before launch, open the file and delete the entire contents of the text file and save it. THEN launch the craft and try to move the parts. This way the file size is smaller and I don't have to sift through the text. Link to comment Share on other sites More sharing options...
shrx Posted July 7, 2014 Share Posted July 7, 2014 Here it is with the latest IR mod 0.16.5https://www.dropbox.com/s/h0xzdvt9oko5mib/Player.log Link to comment Share on other sites More sharing options...
sirkut Posted July 7, 2014 Author Share Posted July 7, 2014 Here it is with the latest IR mod 0.16.5https://www.dropbox.com/s/h0xzdvt9oko5mib/Player.logI'm really stumped. The craft file works for me. Link to comment Share on other sites More sharing options...
OperationDx Posted July 7, 2014 Share Posted July 7, 2014 (edited) Hey guys. I'm having an issue with this mod. Not sure if this is a known problem. So I've built a crane that I want to use to lift many things over a long time. But I am having an issue that is making this not possible. After every game load the Hinges and parts connected the rotors are slipping out of position. The situation can be exaggerated by quick saving and loading the game again. Eventually the crane is in sorry shape and rendered non functional. Any ideas how make this not happen? I've tried all kinds of things to prevent this but I have been unsuccessful. Loading just seems rough on this mod. Note I just installed 16.5a and was using 16.1. This helped the issue but it just happens slower but still happens. Edited July 7, 2014 by OperationDx Link to comment Share on other sites More sharing options...
sirkut Posted July 7, 2014 Author Share Posted July 7, 2014 Hey guys. I'm having an issue with this mod. Not sure if this is a known problem. So I've built a crane that I want to use to lift many things over a long time. But I am having an issue that is making this not possible. After every game load the Hinges and parts connected the rotors are slipping out of position. The situation can be exaggerated by quick saving and loading the game again. Eventually the crane is in sorry shape and rendered non functional. Any ideas how make this not happen? I've tried all kinds of things to prevent this but I have been unsuccessful. Loading just seems rough on this mod.Using the latest version? Do you have a craft file (listing of mods used) so I can replicate it? I generally don't use it with large masses so I haven't ran across this. Link to comment Share on other sites More sharing options...
shrx Posted July 7, 2014 Share Posted July 7, 2014 Is your problem similar to mine? See the video I posted here Link to comment Share on other sites More sharing options...
OperationDx Posted July 7, 2014 Share Posted July 7, 2014 Not really the same thing. Everything works perfect on my craft. After each load parts are slowing slipping out of position. Link to comment Share on other sites More sharing options...
OperationDx Posted July 7, 2014 Share Posted July 7, 2014 Using the latest version? Do you have a craft file (listing of mods used) so I can replicate it? I generally don't use it with large masses so I haven't ran across this.I'm going to test this with minimum mods installed. I have a crap load of mods that maybe having an effect. I'll report back. Link to comment Share on other sites More sharing options...
sirkut Posted July 7, 2014 Author Share Posted July 7, 2014 Is your problem similar to mine? See the video I posted hereDid you use TweakableEverything on the decoupler from your craft? I am really stumped at this moment. Link to comment Share on other sites More sharing options...
OperationDx Posted July 7, 2014 Share Posted July 7, 2014 Well that didn't take me very long. I've confirmed that this is happening with Stock KSP + IR. Here is the craft I used to do the test. - https://www./?dprc32ue7dbw7f9 To replicate my issue go into the SPH and launch craft called Crane tester. Quick save the game and Hold F9 to load quick save. Do this a few times and you will start to see the parts begin to slip out of position. The crane will start to sag and start to clip through the base parts. Link to comment Share on other sites More sharing options...
shrx Posted July 7, 2014 Share Posted July 7, 2014 Did you use TweakableEverything on the decoupler from your craft? I am really stumped at this moment.No. Maybe EditorExtensions is interfering? Link to comment Share on other sites More sharing options...
OperationDx Posted July 7, 2014 Share Posted July 7, 2014 So I did some more testing and built a ship using stock parts that would flex under weight. Then I did the quick save load thing. I noticed that every time I loaded the craft it would start in it's original starting position and then flex down but never did parts move out of position. So it seems that IR's Parts are not following the same rules and reload in a slightly different position causing them to drift. Link to comment Share on other sites More sharing options...
Darren9 Posted July 7, 2014 Share Posted July 7, 2014 So I did some more testing and built a ship using stock parts that would flex under weight. Then I did the quick save load thing. I noticed that every time I loaded the craft it would start in it's original starting position and then flex down but never did parts move out of position. So it seems that IR's Parts are not following the same rules and reload in a slightly different position causing them to drift.That's been a "feature" since the beginning, higher gravity and heavier parts make it worse. Probably your best bet is build it straight up and balanced in the SPH and always return it to that default position before a save (and park it on flat ground). There'll be less torque/flexing and more compression through the joints which they handle better. If anything is sagging down/pulled out of shape by gravity when you save you'll end up with this issue. Link to comment Share on other sites More sharing options...
OperationDx Posted July 7, 2014 Share Posted July 7, 2014 Ah I see. That's a shame. Going to have to rethink some designs. Or scrap some planed craft entirely. I assume this is less of a problem in orbit. Link to comment Share on other sites More sharing options...
OperationDx Posted July 7, 2014 Share Posted July 7, 2014 It would see I have resolved my problem. If I lock all the parts before I save the game they won't drift or sag. I can now continue working on my craft. I'm so happy this worked. Link to comment Share on other sites More sharing options...
sirkut Posted July 7, 2014 Author Share Posted July 7, 2014 It would see I have resolved my problem. If I lock all the parts before I save the game they won't drift or sag. I can now continue working on my craft. I'm so happy this worked.Lock in what manner? Link to comment Share on other sites More sharing options...
OperationDx Posted July 7, 2014 Share Posted July 7, 2014 (edited) Lock in what manner?After about 20 quick save and loads this seems to be working. If you right click on the part it says engage lock. When the parts are locked they don't move after a save and load. If they are unlocked and you load the parts will drift. So I'll just have to remember to make an action group with all IR parts and lock them when I'm done. They do seem to still drift slightly but not a ton after many loads. Manageable for what I'm doing. Edited July 7, 2014 by OperationDx Link to comment Share on other sites More sharing options...
sirkut Posted July 7, 2014 Author Share Posted July 7, 2014 After about 20 quick save and loads this seems to be working. If you right click on the part it says engage lock. When the parts are locked they don't move after a save and load. If they are unlocked and you load the parts will drift. So I'll just have to remember to make an action group with all IR parts and lock them when I'm done. They do seem to still drift slightly but not a ton after many loads. Manageable for what I'm doing.Ah wonderful. I just had no idea which lock you were using. thanks! Link to comment Share on other sites More sharing options...
edemlama Posted July 7, 2014 Share Posted July 7, 2014 how do I prevent or fix braking after updating to .16? how do I replace the parts in the saved file? I have a lot of satellites that use IR and it would be extremely annoying having to redesign and re-launch all of them thanks Link to comment Share on other sites More sharing options...
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