kcs123 Posted December 23, 2014 Share Posted December 23, 2014 I have a question... Is there a way to bind more than one pair of keys to servo groups? Yes, it is possible, however, last time I tried in 0.24 and 0.25, not all pairs works corectly. There could be conflict with other mods installed, local language keyboard settings or something else, so not all pair of keys will work properly, you will have to search for proper ones. If I recall correctly, keys (I,O,P,J,K,L) have worked, but could be conflict with KAS (P key), you will have to find proper ones for your game/mode for yourself. Link to comment Share on other sites More sharing options...
luizopiloto Posted December 23, 2014 Share Posted December 23, 2014 (edited) love this mod! is it possible to bind functions to more than one key?for example, I'm trying to build a VTOL that can do the normal VTOL thing with rotatrons- I've bound the pair of rotating engines in the GUI to "F" to move them down and "V" to move them up.What I'd to do: I'd like to have V and F still be there WHILE binding the left engine to pitch DOWN with "G" while the right engine pitches UP with "G" and the exact opposite with "B".I've tried binding things such as "F;G", "F:G". "F,G" to the same part and other permutations of various punctuation marks, but with no success.I'd like to easily do the Crazy Ivan from Firefly It's a bit of a pain flying a plane with the two engines bound to completely different keys for rotating.I mean... something like that guy asked before me... one Servo Group bound to 4 keys or more.I'm designing a robotic arm, it have key binds to move the payload w/o changing it's orientation. but for this to work correctly, one of the servos need to work in conjunction to two other servo groups by sharing the key binds. Edited December 23, 2014 by luizopiloto Link to comment Share on other sites More sharing options...
I am Posted December 23, 2014 Share Posted December 23, 2014 Hi guy. Have 2 questions.1. How to disable that terrible R2D2modem sound?2. I have retractable parts but don't have any bending part. I tried both 32 and 64 bt versions. Link to comment Share on other sites More sharing options...
sirkut Posted December 23, 2014 Author Share Posted December 23, 2014 (edited) Hi guy. Have 2 questions.1. How to disable that terrible R2D2modem sound?2. I have retractable parts but don't have any bending part. I tried both 32 and 64 bt versions.Remove the wave file.Bending parts you build from pieces. Use hinges. Also look for the rework parts which is a separate download. Edited December 23, 2014 by sirkut Link to comment Share on other sites More sharing options...
I am Posted December 24, 2014 Share Posted December 24, 2014 Remove the wave file.Bending parts you build from pieces. Use hinges. Also look for the rework parts which is a separate download.I saw a lot of videos with this mod and I saw bending parts looking like knees (orange-white color). If I should build the question is "how". Also I don't see any rework parts link. Can you please give a link here. Or any description. Thanks a lot!Sorry for noobing. Link to comment Share on other sites More sharing options...
sirkut Posted December 24, 2014 Author Share Posted December 24, 2014 I saw a lot of videos with this mod and I saw bending parts looking like knees (orange-white color). If I should build the question is "how". Also I don't see any rework parts link. Can you please give a link here. Or any description. Thanks a lot!Sorry for noobing.Look at my original post and read the whole thing. It says "other parts supported by Infernal Robotics." You will see a line that says ZodiusInfusers Reworked parts. That's the link you want. Link to comment Share on other sites More sharing options...
luizopiloto Posted December 24, 2014 Share Posted December 24, 2014 Kanadarm Link to comment Share on other sites More sharing options...
Insanitic Posted December 24, 2014 Share Posted December 24, 2014 Hi guys, I have a bit of a problem with this mod. I'm on 0.25. It's just that whenever I articulate a hinge/rotatron, it moves out of place to where I connected it to the part (And no, I did not connect the robotic part directly to a docking port, there is always a piece between the robotic part and the port) and it seems to sort of float or clip out of place. Here's some screenshots. Link to comment Share on other sites More sharing options...
Oracle Posted December 25, 2014 Share Posted December 25, 2014 I saw in the opening post that Tweakscale must be downloaded separately. Does that mean that to use Infernal Robotics that one must use Tweakscale or did I simply misread the opening post? Link to comment Share on other sites More sharing options...
BudgetHedgehog Posted December 25, 2014 Share Posted December 25, 2014 Does that mean that to use Infernal Robotics that one must use Tweakscale or did I simply misread the opening post?It's not necessarily required, but if you don't have it, you'll only have with one size of each part, instead of being able to switch between small, medium and large. Link to comment Share on other sites More sharing options...
Galane Posted December 25, 2014 Share Posted December 25, 2014 Looks like the issue is that you can't use IR to move docking ports at all, even with normal parts between the port and the IR parts. It used to be possible, some versions back. I built a Kethane mining rover for Mun to dock to a lander with 32K Kethane capacity.Getting the ports to connect required getting the elevation and hinge angle of the arm right, backing up the rover then driving at it almost fast enough to knock the lander over. Didn't save enough fuel leaving the large drills off the lander to be worth the bother.Now if there was a way to launch a KAS grapple and release it without needing a Kerbal on-site... Link to comment Share on other sites More sharing options...
Vladthemad Posted December 25, 2014 Share Posted December 25, 2014 Are the new part models not in yet? They are all over the original post, but I'm only seeing the old part models in the download. Link to comment Share on other sites More sharing options...
Camacha Posted December 25, 2014 Share Posted December 25, 2014 Are the new part models not in yet? They are all over the original post, but I'm only seeing the old part models in the download.Did you really read that first post as good as you could have read it? Because they are there Link to comment Share on other sites More sharing options...
I am Posted December 25, 2014 Share Posted December 25, 2014 Thanks a lot! Link to comment Share on other sites More sharing options...
Vladthemad Posted December 25, 2014 Share Posted December 25, 2014 Did you really read that first post as good as you could have read it? Because they are there Yep, I was aware of the link, have been for the last few versions, but you have to admit that the OP is a bit confusing. The new videos gave me the impression that the new parts were finally in, so I thought I'd ask to make sure I wasn't doing something wrong in the install or hitting an old link. I guess I'm still waiting on the whole "will replace the stock versions of IR parts eventually" thing? Link to comment Share on other sites More sharing options...
Frostiken Posted December 26, 2014 Share Posted December 26, 2014 (edited) I still have a problem with 'base creep' with the 90 degree hinge. It's actually pretty significant. Just go into the VAB and mess around with moving it about, before long it goes completely off. Edited December 26, 2014 by Frostiken Link to comment Share on other sites More sharing options...
sirkut Posted December 26, 2014 Author Share Posted December 26, 2014 I still have a problem with 'base creep' with the 90 degree hinge. It's actually pretty significant. Just go into the VAB and mess around with moving it about, before long it goes completely off.Protip: don't move it so much. Save and reload when testing. Link to comment Share on other sites More sharing options...
p331083 Posted December 29, 2014 Share Posted December 29, 2014 I still have a problem with 'base creep' with the 90 degree hinge. It's actually pretty significant. Just go into the VAB and mess around with moving it about, before long it goes completely off.Having this same issue, becoming a major pita and making use of them almost impossible. I also have it with the regular hinge as well. Not only that but also seen hinges completely stop working.Protip: don't move it so much. Save and reload when testing. Problem persists through saves. Only fix is to remove the hinge and place a new one. Link to comment Share on other sites More sharing options...
0phoff Posted December 29, 2014 Share Posted December 29, 2014 (edited) Could someone explain me how piston work? Or maybe send me a link to a tutorial?I Played with it for a bit but i dont think I understand it completely...I managed to attach multiple segments to eachother and attach one end of that combined piston to a pod but how do you connect the other pod? do you have to radially attach it? (like I did in the picture..)Also why is there a space between the piston and my pod?This is how I got it working:http://imgur.com/vGQGxETSpace Between Pod and piston:http://imgur.com/HcfL9mOEDIT:When I reloaded my rocket to take some more pictures this happened... (I fixed it by going to the VAB and launching it again...)http://imgur.com/WvDAK0S Edited December 29, 2014 by 0phoff Link to comment Share on other sites More sharing options...
sirkut Posted December 29, 2014 Author Share Posted December 29, 2014 Having this same issue, becoming a major pita and making use of them almost impossible. I also have it with the regular hinge as well. Not only that but also seen hinges completely stop working.Problem persists through saves. Only fix is to remove the hinge and place a new one.No. You do it this way.Place hinge onto craftSave the craftMove hinge to test itReload the saved craftadd parts to hinge if you wantSave the craftMove the hinge to testReload the craftIf you do this the hinge will always be at '0'I will get to fixing this eventually but this time of year I'm extremely busy.Could someone explain me how piston work? Or maybe send me a link to a tutorial?I Played with it for a bit but i dont think I understand it completely...I managed to attach multiple segments to eachother and attach one end of that combined piston to a pod but how do you connect the other pod? do you have to radially attach it? (like I did in the picture..)Also why is there a space between the piston and my pod?This is how I got it working:http://imgur.com/vGQGxETSpace Between Pod and piston:http://imgur.com/HcfL9mOEDIT:When I reloaded my rocket to take some more pictures this happened... (I fixed it by going to the VAB and launching it again...)http://imgur.com/WvDAK0SThe pistons have 2 attach nodes that are very close to each other. You do not do surface attachments like you are doing. They are supposed to be embedded. Link to comment Share on other sites More sharing options...
0phoff Posted December 29, 2014 Share Posted December 29, 2014 The pistons have 2 attach nodes that are very close to each other. You do not do surface attachments like you are doing. They are supposed to be embedded.Thanks, I think i figured it out! Theres still that visual bug though... (or at least I think its a bug)Made a stupid little thing to test out IR stuffJavascript is disabled. View full album Link to comment Share on other sites More sharing options...
sirkut Posted December 29, 2014 Author Share Posted December 29, 2014 The travel may be messed up in that case. I'll look into it soon© Link to comment Share on other sites More sharing options...
King_komodo93 Posted December 31, 2014 Share Posted December 31, 2014 So I've encountered a suspected bug and am reasonably sure, after some further testing and help from another mod thread, that Infernal Robotics is responsible for it.Simple explanation of the bug is that my point of focus on the craft moves back after some time and the aircraft does not like that and starts bobbing up and down at the nose.Drop box link for the output log if that helps any: https://www.dropbox.com/s/1zekkyj4ez...t_log.txt?dl=0As well as an imgur link to an album to try and show what happened best I can using only screenshots. (not sure how to make it so the pictures show in post sorry)https://imgur.com/a/o4CO9#0Also sorry if this is the wrong place for this but was the first place I thought of for getting help. Link to comment Share on other sites More sharing options...
Master Tao Posted December 31, 2014 Share Posted December 31, 2014 Sounds like the center of mass is shifting backwards. The setupJoints - !gotOrigin message is normal for IR, and the NullReferenceExceptions at the end seem to start in stock code.Can you reproduce it with just IR installed or without mods? Which version of IR are you using and which version & platform of KSP? Link to comment Share on other sites More sharing options...
King_komodo93 Posted January 1, 2015 Share Posted January 1, 2015 (edited) Sounds like the center of mass is shifting backwards. The setupJoints - !gotOrigin message is normal for IR, and the NullReferenceExceptions at the end seem to start in stock code.Can you reproduce it with just IR installed or without mods? Which version of IR are you using and which version & platform of KSP?From what I can tell it's the latest version of IR. I will test without other mods as well as stock but from as far as I could tell after simply removing the IR parts from the craft it performed fine.UPDATE: Tried it with just IR and could not reproduce it, will try with just stock.UPDATE: Tested stock still no result, new idea though will report back on results.And nothing can't reproduce it. Edited January 1, 2015 by King_komodo93 Link to comment Share on other sites More sharing options...
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