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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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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  • I see from the output_log.txt that you have an outdated version of InfernalRobotics.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.

As Master Tao says, please always update your mods before asking for help. Update it to the latest (16.5b), start a sandbox game first then let us know if it shows up.

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They show up in both sandbox and career.

That sounds like it's working perfectly. Are you looking for a separate tech tree node for Robotics Tech? There isn't one, just Advanced Construction. Research that, and you get all the robotics parts at once.

Edit: The log shows the plugins, parts, and textures all loading correctly.

Edited by Master Tao
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That explains a lot. That's a different mod: Romfarer's Robotic Arms Pack, which requires the Lazor System. There are errors in your original log about both the Buran Arm and the Lazor System. You should try updating & reinstalling those in a clean install, and then ask in the Lazor System thread if they still don't work for you.

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I am having a weird problem with IR. I am building a multi module ship in orbit and I have a few things attached on telescoping pistons. When I built the modules and when I launched them the pistons were directly on the centerline of the vehicle (I built them in the VAB) often even centered and built in 2x symmetry. At some point in my game everything moved from centered in the same direction towards the edge of the fuel tank they are attached to. Kind of like you can do in the hanger with wings where the bits are still obviously paired but are no longer directly across the center of the thing they are attached to. All other parts are fine. I noticed it because I could no longer fly straight.

I have only ever used 0.16.5b for IE (this is a new project on a fresh ksp as of a week or two ago) and the only things I have installed since starting are KWRocketry and Precise Node. I have tried removing KW (I have yet to actually use any parts from it) but it did not help.

Other parts related mods are module manager, editor extensions, kerbal engineer, kas, kethane, and safe chute. Everything else is just eye candy mods. No joint reinforcement.

If you look at my screenshots you can see that on the pad a new front module loaded from save has the pistons for the solar panels directly across from each other and the one in space (different instance same saved ship) has the pistons offset from center significantly. It is very noticeable for the engines further down the craft.

Screenshots here:

https://www.dropbox.com/sh/wdnjgyuu3mzc2mn/AABo4YFW3EXoSLkNylhdZFwIa

I can't figure out how things moved and I am going to need to deorbit the ship if I cant fix it. I also included the save in question, named Beesus. The ship bits are named Duna Front, Duna Engines, and Refueler 3. Please excuse the terrible launch stages as I am somewhat new at this. I know I should be getting orbit on half as much vehicle but bad at KSP and magical rearranging vehicles are I think separate issues.

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I am having a weird problem with IR. I am building a multi module ship in orbit and I have a few things attached on telescoping pistons. When I built the modules and when I launched them the pistons were directly on the centerline of the vehicle (I built them in the VAB) often even centered and built in 2x symmetry. At some point in my game everything moved from centered in the same direction towards the edge of the fuel tank they are attached to. Kind of like you can do in the hanger with wings where the bits are still obviously paired but are no longer directly across the center of the thing they are attached to. All other parts are fine. I noticed it because I could no longer fly straight.

I have only ever used 0.16.5b for IE (this is a new project on a fresh ksp as of a week or two ago) and the only things I have installed since starting are KWRocketry and Precise Node. I have tried removing KW (I have yet to actually use any parts from it) but it did not help.

Other parts related mods are module manager, editor extensions, kerbal engineer, kas, kethane, and safe chute. Everything else is just eye candy mods. No joint reinforcement.

If you look at my screenshots you can see that on the pad a new front module loaded from save has the pistons for the solar panels directly across from each other and the one in space (different instance same saved ship) has the pistons offset from center significantly. It is very noticeable for the engines further down the craft.

Screenshots here:

https://www.dropbox.com/sh/wdnjgyuu3mzc2mn/AABo4YFW3EXoSLkNylhdZFwIa

I can't figure out how things moved and I am going to need to deorbit the ship if I cant fix it. I also included the save in question, named Beesus. The ship bits are named Duna Front, Duna Engines, and Refueler 3. Please excuse the terrible launch stages as I am somewhat new at this. I know I should be getting orbit on half as much vehicle but bad at KSP and magical rearranging vehicles are I think separate issues.

How odd. I'm not really sure what is causing that to happen. Seems like the surface attachment gets moved. Does this happen during gameplay or after you reload the craft from a different scene?

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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.

I went back through this log file. It lists two parts that require "Robotics Tech" in the technology tree. Those are Romfarer's Buran Manipulator and CanadaArm2 in the Lazor System. Neither robotic arm is loading, so they won't show up even in sandbox. They're not in Infernal Robotics, so you have to ask for help in the Lazor System thread, or by starting a new thread clearly describing your problem in the Add-on Requests and Support forum.

Something else to watch out for: you have KSP Interstellar installed. That changes the technology tree, so even if you can get the robotics arms working, they won't show up in your tech tree unless you edit that tree.

If you decide you'd rather build things from Infernal Robotics parts, I'd be happy to help.

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Maybe because it was buried in 16 MB of log? I had to switch text editors just to view it at a reasonable pace.

I use notepad++ which is a joy to use but I just glossed over KSPI. :/

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How odd. I'm not really sure what is causing that to happen. Seems like the surface attachment gets moved. Does this happen during gameplay or after you reload the craft from a different scene?

I do not think I noticed it when it happened. It was not until I tried to use some engines on telescoping pistons that I discovered something was wrong. I probably would have noticed it if it happened while actually using the craft. So it most likely happened during a scene change/load from quicksave.

I have not tried much to recreate it so I don't know what the trigger is. I can try assembling a duplicate station and seeing if it happens again though this will take me several days of playing to do so.

I was really hoping for a "Didn't you read the documentation? It says right here not to foo your bar or it will break.". On that note I have NOT used docking ports on pistons. Now that I think about it I did have a vehicle dock once that had docking ports (not the ones I used) attached to probe bodies attached to hinges. Could this have done me in?

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I do not think I noticed it when it happened. It was not until I tried to use some engines on telescoping pistons that I discovered something was wrong. I probably would have noticed it if it happened while actually using the craft. So it most likely happened during a scene change/load from quicksave.

I have not tried much to recreate it so I don't know what the trigger is. I can try assembling a duplicate station and seeing if it happens again though this will take me several days of playing to do so.

I was really hoping for a "Didn't you read the documentation? It says right here not to foo your bar or it will break.". On that note I have NOT used docking ports on pistons. Now that I think about it I did have a vehicle dock once that had docking ports (not the ones I used) attached to probe bodies attached to hinges. Could this have done me in?

It's a possibility. Docking ports do weird things when directly connected to an IR part but sometimes on certain cases it doesn't have to be that way. I haven't found a way to resolve the issue but it's almost always pistons or any non-rotational part that has issues due to the parenting when docking. I never tried attaching a docking port to a hinge.

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It's a possibility. Docking ports do weird things when directly connected to an IR part but sometimes on certain cases it doesn't have to be that way.

The hinged docking ports were never actually used, just on the vehicle in question. Would your advice be to just deorbit the whole thing and do it again hoping that my problems don't happen again?

I am thinking that if I don't have steps to reproduce and this is not a well known issue that there is not much else I can do.

Edit:

I just saw KSP 0.24 is out so I am trashing this save anyway.

Edited by bobprime
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Sorry to be the bearer of bad news but KSPAPIExtensions and Scale are not woring on .24 therefore IR is not working

Are you sure or did you just read the warning and assumed it didn't work?

If those two mods are indeed not working I will wait for those to be fixed by their respective modders then I will update mine.

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