Deadweasel Posted January 31, 2014 Share Posted January 31, 2014 (edited) Loving this mod for sure!Only problem I'm currently having is with the hinges and symmetry in the SPH. If I place one, the other shows up flipped the opposite way. I tried manually rotating the inverted one, but it rotates on the wrong axis to correct for the inversion. Essentially, I need them both placed with the pivot side down, but the symmetrical one is being placed with the pivot side up, and rotating manually results in the hinge pirouetting in place, which only swaps which side of the hinge is attached, not which direction the pivot of the hinge is facing.How can I correct this behavior?EDIT: Here are pics to illustrate what I meanIf I place the hinges individually, I can't get the wings to place symmetrically on each side of the plane (they try to place on each side of the hinge instead), which will only cause lots of heartache if I place them manually too and attempt to fly the bugger. The least little shift on any axis with manually-placed wings makes for an... interesting flight. Edited January 31, 2014 by Deadweasel Link to comment Share on other sites More sharing options...
sirkut Posted January 31, 2014 Author Share Posted January 31, 2014 I just started using IR and am having the same issue, it's rotating the entire part as opposed to operating the hinge/piston/docking washer as would be expected in the VAB). Also with the 0.12 update I don't seem to have the options for min/max. I deleted the 0.11 folder and copied it from the 0.12 zip file. I believe the toolbar fix is working though, although lock and the button to hide the gui from the right click menu doesn't seem to work, I'm mostly trying to use the medium (half size I think) 90 degree powered hinge. If needed I can list all my mods, but I haven't seen anyone else mention mods (not that I've looked at ALL the pages )Can't move stuff in th VAB. Buttons are for positioning the actual part, not move the motor. Lock and hide GUI is still broken.Make sure you don't have extra copies of the plugins install. Min, max should only show up for rotational items like hinges and rotatrons. Link to comment Share on other sites More sharing options...
Sma Posted January 31, 2014 Share Posted January 31, 2014 Can't move stuff in th VAB. Buttons are for positioning the actual part, not move the motor. Lock and hide GUI is still broken.Make sure you don't have extra copies of the plugins install. Min, max should only show up for rotational items like hinges and rotatrons.Ahh, ok, not that hiding the gui is a big deal, as it works from the tool bar. I'll check on the extra copies thing, but should only have one. I'll also try other parts and see if Min/Max comes up. Also could have just been a fluke maybe, or more likely PEBKC I'll give it another try later tonight. Link to comment Share on other sites More sharing options...
Deadweasel Posted February 1, 2014 Share Posted February 1, 2014 Should I be seeing the groups for every IR part I've ever set, regardless if the groups in question were created for a different ship? I do only see each individual vessel's controls while in flight, but in the SPH, the GUI shows assigned groups for other vessels' components as well. Link to comment Share on other sites More sharing options...
Pliuple Posted February 1, 2014 Share Posted February 1, 2014 Should I be seeing.......Yah have the same probs here aswell. The rotation seem to work on older versions tho. Link to comment Share on other sites More sharing options...
sirkut Posted February 1, 2014 Author Share Posted February 1, 2014 Yah have the same probs here aswell. The rotation seem to work on older versions tho.I may have borked the code. I will take a look at it. Thanks guys. Link to comment Share on other sites More sharing options...
Sma Posted February 1, 2014 Share Posted February 1, 2014 Deleted and recopied the IR folder from the zip file and its working as it should now. Maybe I some how has 0.11 stuck in my copy/paste or something. Also I like the ability in flight mode to change the servo speed. Link to comment Share on other sites More sharing options...
Andon Posted February 1, 2014 Share Posted February 1, 2014 Anyone else (ab)using the "Snap to minimum" feature(bug) to try and make grasshoppers? It's FUN.The "Doesn't go away" bug is also affecting me. Haven't had much of a chance to test it out much (See earlier in post) Link to comment Share on other sites More sharing options...
Shania_L Posted February 1, 2014 Share Posted February 1, 2014 I have found that the "hide GUI in flight" thing works only when I activate the option on every robotic part on my craft, so I have an action group set to toggle the GUI and that seems to work well.I am loving the limits to movement on the latest update, I can now just action group my entire landing leg extenders to a single motion and not have to faff about trying to get the angles right before my craft hits the ground with the legs still pointed upwards .12 tonnes, my heaviest lander to date... anywhere. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted February 1, 2014 Share Posted February 1, 2014 I am loving the limits to movement on the latest update, I can now just action group my entire landing leg extenders to a single motion and not have to faff about trying to get the angles right before my craft hits the ground with the legs still pointed upwards .http://i.imgur.com/kbtPRQCl.png12 tonnes, my heaviest lander to date... anywhere.Very nice!Btw, for those not keeping up with the model rework thread (or unaware there was one), there's been quite a few development of late:http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework?p=942706&viewfull=1#post942706Nothing ready to add to the next IR release, but getting there, slowly. Link to comment Share on other sites More sharing options...
Pineapple Frenzy Posted February 1, 2014 Share Posted February 1, 2014 Is there any way to define an initial state for my assemblies? Every time I build something I have to spend time setting all the parts to their nominal launch position. It would be great if there was a way to do this in the VAB and save the state within the vessel file. Link to comment Share on other sites More sharing options...
Pontiac Posted February 1, 2014 Share Posted February 1, 2014 I just had a thought. Would it be possible to put a threshold on how fast a part moves from stopped to max speed working on the theory of "It'll take [X] number of tenths of a second to get to full speed and back to zero". I like the variable speed option I saw somewhere, but I just don't want to hit the button then have parts jerk all around due to sudden acceleration. Link to comment Share on other sites More sharing options...
Commissar Posted February 2, 2014 Share Posted February 2, 2014 I seem to be having severe problems with strength/ridgidity at the attatch point for the tall hinges. every time I put a boom, made of 3 XL girders, and a piston on the end, the boom droops considerably at the joint, even with struts. I even have joint reinforcement mod installed... and the joint is like that of spaghetti... Link to comment Share on other sites More sharing options...
sirkut Posted February 3, 2014 Author Share Posted February 3, 2014 I seem to be having severe problems with strength/ridgidity at the attatch point for the tall hinges. every time I put a boom, made of 3 XL girders, and a piston on the end, the boom droops considerably at the joint, even with struts. I even have joint reinforcement mod installed... and the joint is like that of spaghetti...KJR won't affect infernal robotics. From what I can gather it is the nature in which unity handles configurable joints and I haven't gotten a handle on how to fix it. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted February 3, 2014 Share Posted February 3, 2014 KJR won't affect infernal robotics. From what I can gather it is the nature in which unity handles configurable joints and I haven't gotten a handle on how to fix it.I wonder if it's worth seeing how KJR works and maybe applying it to how IR makes its joints (with permission). I remember reading that KJR does some clever things for decouplers (attaches the objects either side together as well as to the part). Link to comment Share on other sites More sharing options...
Mechrior Posted February 5, 2014 Share Posted February 5, 2014 just wondering if its a known ussie with the 1/4 rotatatrons being REALLY flexible with anything attached to them?!?! Link to comment Share on other sites More sharing options...
Commissar Posted February 5, 2014 Share Posted February 5, 2014 just wondering if its a known ussie with the 1/4 rotatatrons being REALLY flexible with anything attached to them?!?!all the parts have pretty bad flex, aside from the gantry's and the rails, and even the rails have some flex. I lost a kerbal due to the flex of a tall 1/2 hinge... had him on some ladders on a truss... Link to comment Share on other sites More sharing options...
Mechrior Posted February 5, 2014 Share Posted February 5, 2014 all the parts have pretty bad flex, aside from the gantry's and the rails, and even the rails have some flex. I lost a kerbal due to the flex of a tall 1/2 hinge... had him on some ladders on a truss...on the rover im making its fine until I add the rotators to angle the drive wheels..... then all the joints turn into jelly, fine without after a restart though Link to comment Share on other sites More sharing options...
HerpDerpson Posted February 5, 2014 Share Posted February 5, 2014 (edited) I have installed the mod but the parts don't show up. Anybody know why?Nevermind started a new save and suddenly they appear. Edited February 6, 2014 by Specialist290 Merging sequential posts. Link to comment Share on other sites More sharing options...
Garek Posted February 6, 2014 Share Posted February 6, 2014 on the rover im making its fine until I add the rotators to angle the drive wheels..... then all the joints turn into jelly, fine without after a restart thoughDo you use Kerbal Joint Reinforcement? It ignores IR parts at the moment because it can't handle robotics moving stuff around. Link to comment Share on other sites More sharing options...
cheshirejak Posted February 6, 2014 Share Posted February 6, 2014 Found an unusual bug, if you have a shortcut key set as a capital letter it breaks IR, and causes super spike in lag (more details: 23 IR groups, 33 different IR joints, did not test if specific to high number of parts, or other conflicts, just tested for Caps or not, shortcut's were S and W but worked fine with s and w).Any chance we could get a master speed control field like the specif group fields? I have a huge number of groups, and 1 is too slow to complete their tasks before calamity, but typing in each value every time is majorly slow. Maybe either speed settings for each in the VAB/SPH window, or a master control on the In Flight Window? I think it'd be fairly useful to a few folks.All that said, I friggin love this mod, it's fantastic, and I'm quite lookin forward to the model rework as it looks crazy good too. This mod is letting me build the crazy silly **** I could never afford to build in real life, and for that I thank you!--Jak Link to comment Share on other sites More sharing options...
Justin Kerbice Posted February 6, 2014 Share Posted February 6, 2014 Hi,amazing job, I like all those moving parts , thank you.Does anyone have a working example of telescopic piston (the 3 segments), the lonely attach node is on the extensible side and puzzle me and the other side doesn't want to stick on part I tried (hubmax for ex) ? Link to comment Share on other sites More sharing options...
Galane Posted February 7, 2014 Share Posted February 7, 2014 Download this to your subassemblies folder. http://pastebin.com/NbrK0X7r That's all 9 of the telescoping piston segments stacked. Attach to your ship, remove the pieces you don't need. Link to comment Share on other sites More sharing options...
stuffer Posted February 7, 2014 Share Posted February 7, 2014 What you describe is exactly the concept I came up with last year for an inline bearing (but at 2.5m), to add spinning mid-sections to craft. There is an inner part with three attachment nodes, and a hollow robotics part around it. Unfortunately due to the model rework these two parts never got finished, although I guess Sirkut could put them out if people are eager to experiment.I'm very interested in these parts and would love to test it. Is it at all possible to get my hands on this, even if unfinished? Link to comment Share on other sites More sharing options...
Justin Kerbice Posted February 7, 2014 Share Posted February 7, 2014 (edited) Thanks Galane. Still I don't succeed to create such group of them (it might be as boring as painfull to do this quite simple task, not a criticism about this really infernal robotics, but more KSP builder :/)All those parts with engine are not supposed to be electric powered ? Looks like they can run endlessly:).EDIT: found this issue:instead of just breaking (I understand it's one physical part so it can't become 2 pieces, right ?) the piston can still be extended/retracted ! Edited February 8, 2014 by Justin Kerbice Link to comment Share on other sites More sharing options...
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