gkorgood Posted December 15, 2014 Share Posted December 15, 2014 Making it one part isn't going to be possible which is why this is in two pieces. Free spinning is just a matter of changing parameters like the free spinning docking washer. why exactly did one part work with the docking washers but not with this? and thank you for your prompt responses Link to comment Share on other sites More sharing options...
sirkut Posted December 15, 2014 Author Share Posted December 15, 2014 why exactly did one part work with the docking washers but not with this? and thank you for your prompt responsesMay have misunderstood what you meant. Let me revisit it when I'm not sick. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted December 15, 2014 Share Posted December 15, 2014 There is nothing that can be done to make the joints more rigid. Blame that on unity and it's joint system.Sorry if you already responded to this - I posted this a long while back, and it's a bit of a crazy idea. Don't know enough about how the game works to know if this is even possible, but: Don't joints get stronger the higher the mass of the parts? If that's true, then secondly, is it possible to create a resource that has negative mass? If both of those are true, would it THEN be possible to create IR parts that weigh 100,000 tons, but contain 99,999 of a resource with negative mass so that the overall mass you add to your vessel is only 1 ton? Would this somehow work through dark magic to fool the engine into treating the part as having an incredibly rigid joint without making the vessel actually weigh 100,000 tons?Also, any thoughts on the TweakScale issue - specifically, the reason why IR parts can't be scaled up when new definitions (with appropriate values for part extension, mass, whatever) are written? Link to comment Share on other sites More sharing options...
sirkut Posted December 15, 2014 Author Share Posted December 15, 2014 Sorry if you already responded to this - I posted this a long while back, and it's a bit of a crazy idea. Don't know enough about how the game works to know if this is even possible, but: Don't joints get stronger the higher the mass of the parts? If that's true, then secondly, is it possible to create a resource that has negative mass? If both of those are true, would it THEN be possible to create IR parts that weigh 100,000 tons, but contain 99,999 of a resource with negative mass so that the overall mass you add to your vessel is only 1 ton? Would this somehow work through dark magic to fool the engine into treating the part as having an incredibly rigid joint without making the vessel actually weigh 100,000 tons?Also, any thoughts on the TweakScale issue - specifically, the reason why IR parts can't be scaled up when new definitions (with appropriate values for part extension, mass, whatever) are written?I'm too busy to chase wild ideas right now. Maybe when I have free time I'll give it a shot but something tells me that there's a kraken waiting if you start monkeying with negative masses.As for tweakscale, I don't know. Once 0.90 is released I'll look at it. Link to comment Share on other sites More sharing options...
sirkut Posted December 15, 2014 Author Share Posted December 15, 2014 Heads up gang. IR needs a recompile due to changes in the editor. I'll upload a new version as soon as I'm able. Link to comment Share on other sites More sharing options...
Stiernspetz Posted December 16, 2014 Share Posted December 16, 2014 Thank you for your mod and continouing updates :3 Link to comment Share on other sites More sharing options...
diegzumillo Posted December 17, 2014 Share Posted December 17, 2014 I discovered your mod yesterday, got super excited about it and today I installed KSP 0.90. What a bad timing! lol Anyway, great mod I'll wait for the next version anxiously. Link to comment Share on other sites More sharing options...
sirkut Posted December 17, 2014 Author Share Posted December 17, 2014 IR is now finally updated to supported KSP 0.90. Be sure to update TweakScale too! Link to comment Share on other sites More sharing options...
Saint-Stanislas Posted December 17, 2014 Share Posted December 17, 2014 Woohooyou guys are all done on the first day! Thank you ! (perfectly timed for relaunching with ATM) I assume that the rework are probably compatible... I'm taking the chance ! Link to comment Share on other sites More sharing options...
diegzumillo Posted December 17, 2014 Share Posted December 17, 2014 That didn't take long at all! \o/ Link to comment Share on other sites More sharing options...
RainDreamer Posted December 17, 2014 Share Posted December 17, 2014 Yay~ Another essential mod on the list updated! Link to comment Share on other sites More sharing options...
Dire_Squid Posted December 17, 2014 Share Posted December 17, 2014 So did we get the new skins and Foldatrons... or are we gonna have to add that in, yet again?! Link to comment Share on other sites More sharing options...
sirkut Posted December 17, 2014 Author Share Posted December 17, 2014 So did we get the new skins and Foldatrons... or are we gonna have to add that in, yet again?!Add it in yet again. ZodiusInfuser isn't finished with them and until then, they will remain separate. Link to comment Share on other sites More sharing options...
Dire_Squid Posted December 17, 2014 Share Posted December 17, 2014 Add it in yet again. ZodiusInfuser isn't finished with them and until then, they will remain separate.Fair enough. Thank you. Link to comment Share on other sites More sharing options...
Camacha Posted December 17, 2014 Share Posted December 17, 2014 I have been away for a while - is there any kOS integration yet? Or is that up to erendrake and Steven now? Link to comment Share on other sites More sharing options...
sirkut Posted December 17, 2014 Author Share Posted December 17, 2014 I have been away for a while - is there any kOS integration yet? Or is that up to erendrake and Steven now?Up to them but a while back I exposed the trans and rot values so that kos can utilize them. Link to comment Share on other sites More sharing options...
Dunbaratu Posted December 17, 2014 Share Posted December 17, 2014 Yes you can control IR from kOS now (although kOS is in a state of flux at the moment because KSP 0.90 broke some stuff about how autopiloting works. KSP's 0.90 changes are VERY much in the same areas that kOS has its fingers in, so don't expect kOS to be 0.90 compatible for a while yet. We kOS devs aren't part of the experimentals group so we only just got our first chance to be aware of the changes yesterday.)A simple dumb example of manipulating an IR part from a kOS script:// Assuming THEPART is a part that is an infernal robotics part, move that // part in the "+" direction for 1 second, then stop moving:SET robotModule TO THEPART:GETMODULE("MUMECHTOGGLE").robotModule:DOACTION("MOVE +", true).WAIT 1.robotModule:DOACTION("MOVE +", false).More full descriptions can be found here (for now - the docs are about to move to a new location) : http://ksp-kos.github.io/KOS_DOC/summary_topics/ship_parts_and_modules/index.html Link to comment Share on other sites More sharing options...
MartGonzo Posted December 17, 2014 Share Posted December 17, 2014 (edited) Thanks for the update Sirkut, not started 0.90 yet so I can't be much help with testing but I just wanted to ask about something on the Curse pageThis line is very confusing"Please do a clean install of Infernal Robotics. IR_TweakScale is no longer needed so it needs to be deleted. You will also have to install TweakScale in order for the scaling to work. You can download TweakScale from: http://kerbal.curseforge.com/ksp-mods/220549-tweakscale/files"Why do you say Tweakscale is no longer needed then in the same line say that people need to install tweakscale for it to work?EDIT - nevermind, I just figured out you were talking about an old file that must have been packaged with IR at one time.it's still kind of confusing though, you may want to think about making it clearer for stupid people like me. Edited December 17, 2014 by MartGonzo Link to comment Share on other sites More sharing options...
Camacha Posted December 17, 2014 Share Posted December 17, 2014 Yes you can control IR from kOS now (although kOS is in a state of flux at the moment because KSP 0.90 broke some stuff about how autopiloting works. [...]A simple dumb example of manipulating an IR part from a kOS script:[...]Cheers! I can't thank you guys enough for the amazing work you do Link to comment Share on other sites More sharing options...
zman97211 Posted December 20, 2014 Share Posted December 20, 2014 Just a note, and it's not specific to this add-on: Why is there no description of exactly what this mod does in the OP? It starts out with notes on upgrading, installation, etc., but not "this is what this does". Of course, it's relatively simple to discover that, but it's annoying. (I'm simply going through the 0.90 compatibility list and getting an idea of what kind of add-ons are available). Link to comment Share on other sites More sharing options...
sirkut Posted December 20, 2014 Author Share Posted December 20, 2014 (edited) Just a note, and it's not specific to this add-on: Why is there no description of exactly what this mod does in the OP? It starts out with notes on upgrading, installation, etc., but not "this is what this does". Of course, it's relatively simple to discover that, but it's annoying. (I'm simply going through the 0.90 compatibility list and getting an idea of what kind of add-ons are available).I figured the "making things move" would be sufficient. Honestly I edited a lot out of the page when 0.25!was released to clean it up. Come to think of it I don't think I ever had a description. I'll get to it eventually but it's low on my list. I had 40,000 downloads(on curse) for 0.19.2 before 0.90 KSP was released. I think people get the idea. Edited December 20, 2014 by sirkut Link to comment Share on other sites More sharing options...
Argentum Fox Posted December 20, 2014 Share Posted December 20, 2014 Sorry if you already responded to this - I posted this a long while back, and it's a bit of a crazy idea. Don't know enough about how the game works to know if this is even possible, but: Don't joints get stronger the higher the mass of the parts? If that's true, then secondly, is it possible to create a resource that has negative mass? If both of those are true, would it THEN be possible to create IR parts that weigh 100,000 tons, but contain 99,999 of a resource with negative mass so that the overall mass you add to your vessel is only 1 ton? Would this somehow work through dark magic to fool the engine into treating the part as having an incredibly rigid joint without making the vessel actually weigh 100,000 tons?Also, any thoughts on the TweakScale issue - specifically, the reason why IR parts can't be scaled up when new definitions (with appropriate values for part extension, mass, whatever) are written?Increasing the mass does indeed strengthen the joints, but I've tried your suggestion it just cancels out the mass of the part and the wobble returns. I also tried adding "PhysicsSignificance = 1" to the cfg file but that causes the part not to work at all. There must be a way to make the part have high mass but maybe ignore gravity? Link to comment Share on other sites More sharing options...
ITAsimo456 Posted December 21, 2014 Share Posted December 21, 2014 This is the most useful mod of KSP, but it needs a tweak: I hope that you add actions for control groups Coarse Speed+ and Coarse Speed-. They could be very useful to make sort of ''gears'' Link to comment Share on other sites More sharing options...
pickers Posted December 21, 2014 Share Posted December 21, 2014 Cheers sirkut! This mod is awesome - just made a SCUD launcher Link to comment Share on other sites More sharing options...
luizopiloto Posted December 22, 2014 Share Posted December 22, 2014 I have a question... Is there a way to bind more than one pair of keys to servo groups? Link to comment Share on other sites More sharing options...
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