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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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Don't know what was reported, fixed, discussed etc, just wanted to share this small hickup:

http://s23.postimg.org/mku22x2aj/hinge.jpg

Sorry if that was reported already, or known - it's the most recent version of IR (14). Also, two motorized 90 degree hinges don't stick together on the part that moves (english isn't my first language, sorry).

Anyway, awesome work so far!

In order for that to work correctly you must attach the base first to another part otherwise you will get weird instances like that. It's a known limitation.

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Try this.

While your there.

http://forum.kerbalspaceprogram.com/threads/9923-0-23-5-Lazor-System-v33-%28April-17%29?p=1105311#post1105311

David H, I took a look and I don't believe that Infernal Robotics is the problem. Try a fresh install, install the mod and see if it loads. When I look at the logfile I'm seeing a _lot_ of other errors that are unrelated to IR. Final Frontier is spamming errors and I doubt that has an issue with anything. I would remove all mods and slowly add them back in and see what causes it to fail.

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Ah okay, my bad then. Got it working, thanks for the info - immediately ran into the same problem as the guy you were talking to before, it kinda goes haywire if i return to space center. One of the hinges flips, and the piston seems to be kinda inverted (i'll upload screenshots in a second).

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hahaha... could you post pics? Nice.

Just load the crafts and run the hinges.. you'll see what goes on. some hinges work correct others not so much. It has to do with which side I place first. If I place the wrong side first it doesn't animate properly.

Now that I see the crafts here's the thing. One side is the "root" which is the part that doesn't move. This needs to be connected to the body FIRST before you can do anything else. THEN when you got it placed, you can ONLY place parts on the portion of the mesh that will do the actual moving. This is why your crafts don't operate correctly and this is where the orientation color you suggested comes into play. I have a new computer so I don't have Unity installed in order to repackage the graphics so it may take a day or two. I will however say that these models have been this way for some time, at least for me I get used to how the orientation should be and work around the confusion. :)

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Since i can't edit my posting, because it didn't show up yet (-.-) ..

Before going to space center:

Correct_Position.jpg

And when i came back from the space center, it looked like this:

broken_position.jpg

Sorry for the borked images, i'm just cropping willynilly.

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will do. Here is what I did...

I loaded the test craft and launched

on the pad I extended the hinges

then I pressed f5 to quicksave

then I pressed f9 to restore

the restore loaded and the hinges were once again flipped (.

I also quit completely and relaunched the game and loaded the saved file and same thing. The hinges are flipped when the screen loads.

Not sure this helps but after the hinges flip if you press and hold 0 the new zero position is the flipped state.

Did another test...

pressed 0 and the hinges pop but eventually end up where they were after coming back in as if the flipped state is the new default. So then I pressed the > key again and I get to a new even more messed up state with crap intersecting and stuff but here is the interesting part. I then save and come back again and the hinges have flipped once again and now pressing < or 0 and I once again get a pop and then it grinds its way around to the flipped state but where I last left it. Like that is the new default state again.

Everytime I move anything and leave and come back the hinges are reoriented and the position it is in seems to be the new "0" state.

This appears to be a bug. Thanks for finding it! I'm working on the next update that will change some things. Maybe this will be resolved. Thanks for finding the bug.

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This looks terrifying but actually it is quite a light load. It's just tall. In fact this run through career mode I am restricting myself to ships that look semi-realistic so things have to fit in fairing 3.75m extended max. This part is about the max volume that I permit. The lifter is my light/medium Soyuz style launch system. The payload is very light for this and so I have no aspargus staging and in fact the boosters are only 50% full of fuel and the center (spindly) stage 2 has the lower tank section locked or I could put this into orbit on the boosters alone.

Here is a link to a video I made of the entire launch sequence. It is not edited and I did not think you wanted to hear my squeaky voice so I did not narrate. The entire launch is automated using mechjeb. I can do it manually but when you have to put a bunch of these in orbit it gets tedious and in reality real astronauts are there to take control in an emergency and don't fly things with a keyboard and a mouse (lol). Besides the entire launch sequence is a beautiful thing to watch and I enjoy sitting back and just enjoy the view. I hope you enjoy it...

Nice,

Never saw a cotton swab fly to the mun before.:)

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Sirkut,

From what I see from peoples reports here in the thread, the problem seems to be a generic one for all parts. It involves part placement. Example: if you go bottom to top bottom to top all is ok but if you go bottom to top then top to bottom animations get broken because the part animates only one way not the other way around. This was not happening before in other releases but I guess it is happening now.

Regards,

Edited by Prowler_x1
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Sirkut,

From what I see from peoples reports the problem seems to be a generic one for all parts. It involves part placement. Example: if you go bottom to top bottom to top all is ok but if you go bottom to top then top to bottom animations get broken because the part animates only one way not the other way around. This was not happening before in other releases but I guess it is happening now.

Regards,

I'm not so sure. Both Test and Test2 crafts do the very same thing in 0.22

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Just to make sure, since this is the first KSP update I have experienced, once all the mods are updated this should all be compatible with my previous saves, right? I haven't loaded up my save since the update so nothing should be broken yet. I have a bunch of parts in orbit around Mun waiting for final assembly. I don't really want to have to launch all of them again.

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Just to make sure, since this is the first KSP update I have experienced, once all the mods are updated this should all be compatible with my previous saves, right? I haven't loaded up my save since the update so nothing should be broken yet. I have a bunch of parts in orbit around Mun waiting for final assembly. I don't really want to have to launch all of them again.

It might be fine BUT I'm not officially saying it's fine to resume your game. I'd make a backup.

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Nice,

Never saw a cotton swab fly to the mun before.:)

Yeah I know it looks unusual with the spindly center stage but that is the way the Soyuz and the new ares rockets are designed

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Are there problems loading craft that have already been launched and had their robotics used? If so, are they known? I was testing a rover with a robotic arm and KAS magnet for assembling bases on the surface of moons, it worked fine. I then came back to it from the tracking station and the arm had deformed into an odd shape with pistons floating midair and hinges facing in odd directions. Upon activation of the robotics parts they would spazz out in and face directions they definitely shouldn't be.

If there's any way I can help with this other than simply posting here I'll do it.

EDIT: looking back a page I guess they are, ignore my post.

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David H, I took a look and I don't believe that Infernal Robotics is the problem. Try a fresh install, install the mod and see if it loads. When I look at the logfile I'm seeing a _lot_ of other errors that are unrelated to IR. Final Frontier is spamming errors and I doubt that has an issue with anything. I would remove all mods and slowly add them back in and see what causes it to fail.

I thought it was just that I wasn't doing something right.

Is there a step by step guide to test the servos on the launch pad?

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I thought it was just that I wasn't doing something right.

Is there a step by step guide to test the servos on the launch pad?

start with a command pot, go to utility parts, connect an adjustablerail to the side. Go to launch, when the < 0 > gui comes up. press < or > and one of those should make it move (I think it's "<")

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Hmmm. Just supposed to come up. Not working for me.

Loading the game now. I'll play around in a minute

Are you using a clean install with just Infernal Robotics and the toolbar in the GameData directory (along with the stock install.) ? I would suggest giving that route.

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Im looking into the positions not saving and screwing up. I got the new rewrite working and it has the same position issue. I'll be fixing it hopefully tomorrow. Thanks for finding the bug guys.

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Great work so far Sirkut et al. It is truly wonderful what you are doing for the community.

It makes me so happy to see that we will soon have our wonderful IR parts back soon. I just tested some of the pistons and hinges and they all work perfectly out of the VAB. Upon returning to the craft with IR parts I get the same issues others have reported. I am on KSP 0.23.5 and IR 0.14.

This is the mechanism I wanted for my launchpad refuel rover for Interstellar antimatter. (I love how the claw has fuel transfer capabilities.)

Ccc8yHN.jpg

(Poor Jeb has to work around that piston base in that tiny capsule :) )

The parts work perfectly on launch! The hinges turn in unison. The pistons all extend at the same rates. Perfecto!

p41FrBM.jpg

50hEDI6.jpg

When I change ships I get this:

SxwghpR.jpg

And when I try using the controls things like this happen:

6y1Q8S7.jpg

Thanks again for all the work guys! Hopefully this will be a much easier issue to resolve then the other ones you have been so successful at tackling.

EDIT: I guess I am a little late, but I had been working on it before so I figured I'd submit in anyway.

Here is the craft file, all stock parts: https://drive.google.com/file/d/0B2K2XVlOvk62QjhtYnJCbkw2UGc/edit?usp=sharing

Edited by Atrius129
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It's awesome that I can use this again :D I've missed it.

One thing though; the part joints seem to be even floppier than they always were- not sure if this is due to the new joint physics? All working fine as far as I can tell, but extremely floppy under any kind of stress.

All in all though it seems to be fine :D

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It's awesome that I can use this again :D I've missed it.

One thing though; the part joints seem to be even floppier than they always were- not sure if this is due to the new joint physics? All working fine as far as I can tell, but extremely floppy under any kind of stress.

All in all though it seems to be fine :D

This mod is NOT completely fixed yet! Use at your own risk (parts will work initially but will not reload properly). As we have been saying.

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