sirkut Posted July 11, 2014 Author Share Posted July 11, 2014 Works fine on the Mun.It was pretty hairy for a second, but the levelling soon caught up, and with just a short slide and a little hop, here we are.Thanks to k-OS and IR!http://i.imgur.com/q7DbWmE.pngThanks for sharing, I always get a kick out of seeing your progress. Link to comment Share on other sites More sharing options...
Galane Posted July 11, 2014 Share Posted July 11, 2014 What purpose do the fuel lines to the legs serve? Link to comment Share on other sites More sharing options...
Deadweasel Posted July 11, 2014 Share Posted July 11, 2014 What purpose do the fuel lines to the legs serve?Gas shocks.Get it?...I'll show myself out... Link to comment Share on other sites More sharing options...
Frank_G Posted July 11, 2014 Share Posted July 11, 2014 (edited) Fuel lines are flexible and will move with the leg...looks cool [edit] ...and add stability of course. Edited July 11, 2014 by Frank_G Link to comment Share on other sites More sharing options...
Dr_Goddard Posted July 11, 2014 Share Posted July 11, 2014 The legs actually run on fuel and oxidizer. It saves electricity and is remarkably efficient. ?!TBH it just needed something to look right. Imagine it's not a real machine, and we are just pretending to land on the Mun. Link to comment Share on other sites More sharing options...
sirkut Posted July 11, 2014 Author Share Posted July 11, 2014 Heads up. marce with ZodiusInfuser's ideas came up with a new strut system to help make structures more rigid. Check it out at this thread: http://forum.kerbalspaceprogram.com/threads/85599-WIP-ActiveStruts-Dev-Thread Link to comment Share on other sites More sharing options...
Bravo539 Posted July 13, 2014 Share Posted July 13, 2014 I'm having trouble getting the rotatron to respond to limits. Could anyone confirm that it works or show me a video of someone properly using this tool? Link to comment Share on other sites More sharing options...
Harpi2600 Posted July 13, 2014 Share Posted July 13, 2014 (edited) Hello I have a little problem GANTRY makes me bugs. I have a version v0.16.5b GANTRY me do this. Help PLEASE.And This Bug Edited July 13, 2014 by Harpi2600 Link to comment Share on other sites More sharing options...
Master Tao Posted July 13, 2014 Share Posted July 13, 2014 I'm having trouble getting the rotatron to respond to limits. Could anyone confirm that it works or show me a video of someone properly using this tool?Did you click the Rotation Limits button in the VAB or in flight? It should say "Rotation Limits On" for the rotatron to stop at those points.=======================Hello I have a little problem GANTRY makes me bugs. I have a version v0.16.5b GANTRY me do this. Help PLEASE.I'll explain what sirkut says in the first post a little more:Gantry - 4 sizes. Centered platform gantry for moving things back and forth. You can only have ONE attach point as your base. If you ignore this warning, you will have objects that will float with the platform. You've been warned.That's actually true for ALL Infernal Robotics parts. The part you attach them to is the base and does not move with the part. Everything else that's attached to them will move, even if it doesn't make sense. To get the functionality you're going for with that rover, try this:Build a rover platform first. There should be a structural connection between the pairs of wheels. Then put the center of the gantry on top of that, and your robotic arm on top of the gantry.Sirkut, I think I've seen some other requests for this, but could you have all robotic parts not available as root? Might save a bit of confusion. Link to comment Share on other sites More sharing options...
sirkut Posted July 13, 2014 Author Share Posted July 13, 2014 yeah ill add the non-root fix later. i think that is just a config change so no code is necessary.harpi2600, the screen showing up grey is because you probably did control-z, that is a bug and I dont have a fix for it yet and it will be a while. basically for now dont control-z. Link to comment Share on other sites More sharing options...
johnwayne1930 Posted July 14, 2014 Share Posted July 14, 2014 (edited) I noted some things that I'm not sure if they supposed to. One of this files:Scale.dllIR_TweakScale.dllKSPAPIExtensions.dllcausing MechJeb windows to change size accordingly to the length of the text in it.Also they change decimal values from the tweakable menu of stock parts.Are they intend to do that? And are they essential even when I dont use parts from this mod, only the plugin for e.g. dormoman?*editI have InfernalRobotics v0.16.5b installed but no TweakScale. Edited July 14, 2014 by johnwayne1930 Link to comment Share on other sites More sharing options...
sirkut Posted July 15, 2014 Author Share Posted July 15, 2014 I noted some things that I'm not sure if they supposed to. One of this files:Scale.dllIR_TweakScale.dllKSPAPIExtensions.dllcausing MechJeb windows to change size accordingly to the length of the text in it.https://dl.dropboxusercontent.com/u/60617734/Kerbal%20Space%20Program/InfernalRobotic_ResizeBug/MechJebWindow.pngAlso they change decimal values from the tweakable menu of stock parts.https://dl.dropboxusercontent.com/u/60617734/Kerbal%20Space%20Program/InfernalRobotic_ResizeBug/DecimalChange.pngAre they intend to do that? And are they essential even when I dont use parts from this mod, only the plugin for e.g. dormoman?*editI have InfernalRobotics v0.16.5b installed but no TweakScale.I'll look into it but all those dlls are required as they are referenced within the main dll. Link to comment Share on other sites More sharing options...
Riemann Posted July 15, 2014 Share Posted July 15, 2014 Howdy. I'm trying to support a 100+ ton "landing leg" on a single IR hinge. Needless to say, the whole contraption gets pretty damn floppy.I've tried modifying the crashTolerance, breakingForce and breakingTorque parameters in the config file for the hinge, and that doesn't seem to be helping.Activestruts are likewise unhelpful.Is there a specific parameter I can modify to make the hinge extremely strong? Link to comment Share on other sites More sharing options...
Entropius Posted July 15, 2014 Share Posted July 15, 2014 (edited) I'm a brand new user of IR, so I may be missing something…but in the first-page screenshots there seems to be a "servo window" and 2 IR buttons for Toolbar.I see no servo window and I only get a white IR button in the VAB, and no IR buttons at all after I take the craft to the launch pad. Am I missing something here?EDIT: Nevermind! Until you click in the window for adding icons to toolbar, it'll hide the scrollbar, and with the scroll bar being hidden I couldn't see more options below. It's all there. Edited July 15, 2014 by Entropius I'm dumb Link to comment Share on other sites More sharing options...
sirkut Posted July 15, 2014 Author Share Posted July 15, 2014 Howdy. I'm trying to support a 100+ ton "landing leg" on a single IR hinge. Needless to say, the whole contraption gets pretty damn floppy.I've tried modifying the crashTolerance, breakingForce and breakingTorque parameters in the config file for the hinge, and that doesn't seem to be helping.Activestruts are likewise unhelpful.Is there a specific parameter I can modify to make the hinge extremely strong?Unfortunately there is nothing you can do. ConfigurableJoints are just inheritly crappy on handling extremely large masses. Welcome to my world of bashing my head on the table. I haven't figured out a way to resolved it at the moment. Link to comment Share on other sites More sharing options...
sirkut Posted July 15, 2014 Author Share Posted July 15, 2014 I noted some things that I'm not sure if they supposed to. One of this files:Scale.dllIR_TweakScale.dllKSPAPIExtensions.dllcausing MechJeb windows to change size accordingly to the length of the text in it.https://dl.dropboxusercontent.com/u/60617734/Kerbal%20Space%20Program/InfernalRobotic_ResizeBug/MechJebWindow.pngAlso they change decimal values from the tweakable menu of stock parts.https://dl.dropboxusercontent.com/u/60617734/Kerbal%20Space%20Program/InfernalRobotic_ResizeBug/DecimalChange.pngAre they intend to do that? And are they essential even when I dont use parts from this mod, only the plugin for e.g. dormoman?*editI have InfernalRobotics v0.16.5b installed but no TweakScale.I did some testing. I don't see the mechjeb issue but I do see the decimal points being changed. Unfortunately due to utilizing KSPAPIExtensions this will alter the decimal points to 4 places and removing it will break IR. Link to comment Share on other sites More sharing options...
jrandom Posted July 15, 2014 Share Posted July 15, 2014 Unfortunately there is nothing you can do. ConfigurableJoints are just inheritly crappy on handling extremely large masses. Welcome to my world of bashing my head on the table. I haven't figured out a way to resolved it at the moment.Isn't there another joint type? I thought I saw that mentioned somewhere in the Active Struts thread, and I'm pretty sure the other joint type is very strong. (Possibly too strong; you'll have to try it out to see.) Link to comment Share on other sites More sharing options...
johnwayne1930 Posted July 15, 2014 Share Posted July 15, 2014 I did some testing. I don't see the mechjeb issue but I do see the decimal points being changed. Unfortunately due to utilizing KSPAPIExtensions this will alter the decimal points to 4 places and removing it will break IR.Yes, I'm sorry to wasted your time with that, it seems it was sheer coincidence not getting the MechJeb window bug without the dll's from InfernalRobotics.New tries showed me that the text in the windows of MechJeb still resize the windows even without those dll files.I tried to revert to a earlier MechJeb build, but still get it.Now I am absolutely clueless which mod is causing this. Link to comment Share on other sites More sharing options...
Galane Posted July 16, 2014 Share Posted July 16, 2014 Howdy. I'm trying to support a 100+ ton "landing leg" on a single IR hinge. Needless to say, the whole contraption gets pretty damn floppy.I've tried modifying the crashTolerance, breakingForce and breakingTorque parameters in the config file for the hinge, and that doesn't seem to be helping.Activestruts are likewise unhelpful.Is there a specific parameter I can modify to make the hinge extremely strong?If/when the craft structure gets modified to support node connection loops, you'll be able to use more than one hinge. Link to comment Share on other sites More sharing options...
Furious1964 Posted July 16, 2014 Share Posted July 16, 2014 Can anyone help me? I installed the latest version and the robotics tech is still not showing up in the tech tree. How can I fix this as I tried a new game and still it doesn't show up. Link to comment Share on other sites More sharing options...
Master Tao Posted July 16, 2014 Share Posted July 16, 2014 Can anyone help me? I installed the latest version and the robotics tech is still not showing up in the tech tree. How can I fix this as I tried a new game and still it doesn't show up.Have you unlocked the fifth level of the tech tree, specifically Advanced Construction? If you have, then you'll need to make sure Infernal Robotics is correctly installed. There should be a MagicSmokeIndustries folder in your KSP/GameData folder. If that does not fix the problem, could you please upload your log files somewhere so we can download them? Link to comment Share on other sites More sharing options...
Furious1964 Posted July 16, 2014 Share Posted July 16, 2014 (edited) Where will I find this log file? I don't have one that specifically details what mods were installed. I do have Advanced Construction and it was properly installed in the GameData Folder. Edited July 16, 2014 by Furious1964 Link to comment Share on other sites More sharing options...
sirkut Posted July 16, 2014 Author Share Posted July 16, 2014 I would first start a sandbox game. See if the parts show up. if they don't then something isn't installed correctly which prompts looking for the output_log.txt file. Link to comment Share on other sites More sharing options...
Furious1964 Posted July 16, 2014 Share Posted July 16, 2014 (edited) Here is the only log file I could find that lists what the game has:http://www./view/ps7l805r9m18gau/output_log.txt Started a new game with a fresh install of KSP and only using this mod. Edited the saved game to give me enough science to buy the techs I need to see the Tier 5 techs and even though the prerequisites show up, Robotics doesn't when they are bought. Edited July 16, 2014 by Furious1964 Link to comment Share on other sites More sharing options...
Master Tao Posted July 16, 2014 Share Posted July 16, 2014 Here is the only log file I could find that lists what the game has:http://www./view/ps7l805r9m18gau/output_log.txt Started a new game with a fresh install of KSP and only using this mod. Edited the saved game to give me enough science to buy the techs I need to see the Tier 5 techs and even though the prerequisites show up, Robotics doesn't when they are bought.That helps rule out mod interactions.Three things to try:I see from the output_log.txt that you have an outdated version of InfernalRobotics. Could you install the latest version in the clean install of KSP? As sirkut suggested, do you see the IR parts in sandbox? Have you purchased the IR parts from R&D (not just the tech, but the parts themselves)? After doing that, could you post the output_log.txt from the clean install? The one you posted is enormous (16 MB) for a text file, so looking through it takes forever. Link to comment Share on other sites More sharing options...
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