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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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Sirkut

I have request if possible without to much work. When you attach something to the sliding part of the adjustable rail, it sinks into the slider. can you make it where the part attaches to surface instead. so that we can attach struts ,from the part that slides to whatever we have attached to it. Im running into problems bc the parts im attaching have weak attachment nodes. and if i try to attach a strut it does not work correctly. Also was having trouble strutting the complete rail system down to the actual craft.

Im having serious issues with landing gears being to weak, the big bulky,heavy ones from B9 do not have good attachment strengths. even though they should hold alot more according to there size and weight.

Im not very good with all the technical terms to explain this, so i hope it makes sense

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Sirkut

I have request if possible without to much work. When you attach something to the sliding part of the adjustable rail, it sinks into the slider. can you make it where the part attaches to surface instead. so that we can attach struts ,from the part that slides to whatever we have attached to it. Im running into problems bc the parts im attaching have weak attachment nodes. and if i try to attach a strut it does not work correctly. Also was having trouble strutting the complete rail system down to the actual craft.

Im having serious issues with landing gears being to weak, the big bulky,heavy ones from B9 do not have good attachment strengths. even though they should hold alot more according to there size and weight.

Im not very good with all the technical terms to explain this, so i hope it makes sense

Let me take a look at what you are saying and get back with you. I do know I made surface attachments allowable for the adjustable rail but didn't test the struts so let me see what I can do there.

And now for something completely different. I am controlling KSP using midi via my old Korg Poly-800 and it only requires using a program called GlovePIE.

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Sirkut

I have request if possible without to much work. When you attach something to the sliding part of the adjustable rail, it sinks into the slider. can you make it where the part attaches to surface instead. so that we can attach struts ,from the part that slides to whatever we have attached to it. Im running into problems bc the parts im attaching have weak attachment nodes. and if i try to attach a strut it does not work correctly. Also was having trouble strutting the complete rail system down to the actual craft.

Im having serious issues with landing gears being to weak, the big bulky,heavy ones from B9 do not have good attachment strengths. even though they should hold alot more according to there size and weight.

Im not very good with all the technical terms to explain this, so i hope it makes sense

Use internal struts bud. Most of what your talking about you can (probably) strut internaly, the stock I-beam, pocket edition works for nodes, little structural panel for radial stuff.

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Let me take a look at what you are saying and get back with you. I do know I made surface attachments allowable for the adjustable rail but didn't test the struts so let me see what I can do there.

And now for something completely different. I am controlling KSP using midi via my old Korg Poly-800 and it only requires using a program called GlovePIE.

hahaha thats gold..

(hmm snickers...)

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I think the reason you are experiencing the sinking is because the part you want to connect doesn't have srfAttach set to 1. It's the only thing I can think of that would cause it not to connect to the sliding part. I'm not sure what you mean about the struts.

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Sorry i'm a rescue worker thats what i call them, like a telescoping cylinder that i can attach something on one end and then telescope it out with stuff on the other end.

Ok makes more sense. A telescoping cylinder (I'm going to call it a piston) will be available soon. Any specific size?

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Ok makes more sense. A telescoping cylinder (I'm going to call it a piston) will be available soon. Any specific size?

At least a 2m & 4m length (when in closed position).

I have yet to try with your parts...is it safe assumption they don't take to rescale factor in config like old DR parts?

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Having telescoping pistons of various sizes would surely be beneficial. Maybe combine them with rotatron hubs to make like a custom canadarm. I'd say maybe have a small variant with matching cylindrical struts with two or three lenghts, perhaps. By small, I mean...cube strut small.

Then maybe have a medium set of arm parts for bigger machines...maybe have them be 'bout half the size of the regular square struts in vanilla KSP. Or like half the size of a probe core or something like that.

Then again, maybe you can just get the dromoman guy to integrate his arm parts into your mod :o

Or get permission to use them. Or something >_>

Either way, I'm really eager to see what all you've been working on. This and KAS give me ridiculous ideas for things I'll probably never actually be able to build because I'm terrible at mechanical engineering XD

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At least a 2m & 4m length (when in closed position).

I have yet to try with your parts...is it safe assumption they don't take to rescale factor in config like old DR parts?

Correct it still has the rescale issue. It has to do with the collider mesh being created during part load. I'm not sure if there is a way to fix it at the moment. I'll just have to duplicate work for those parts.

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Use internal struts bud. Most of what your talking about you can (probably) strut internaly, the stock I-beam, pocket edition works for nodes, little structural panel for radial stuff.

Please explain this concept of "internal struts".

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Having download problems. Four attempts over three days at different times... always a "Cannot connect to server" from the mediafire download button. Perhaps a Spaceport link?

edit: got the github link, but doesn't seem to have all the parts.

Edited by AlciyaDragonash
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I think the reason you are experiencing the sinking is because the part you want to connect doesn't have srfAttach set to 1. It's the only thing I can think of that would cause it not to connect to the sliding part. I'm not sure what you mean about the struts.

Ok ill try and get a few pics to show you what i mean, i figured my wording would make sense. Im having the same problem with stock parts aswell.

EDIT: sorry i ment to say would not make sense

Edited by viperwolf
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"engage lock" function is not working on the bearing

Doesn't work with the bearing yet.

I need to create a new spaceport account. My old one the password reset doesn't work. :/

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I have a rover that is supposed to unduck a couple of stuff from a cargo module but whenever I dock it, all keybinds stops working for the arm and rotatron. Any cause of this?

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Tested the washers, and they work great. I have a question / request, though. How come they don't have an action group thing for toggle / engage / disengage lock? Sometimes I want to lock down everything all at once, so I can then unlock only 1 part in a group. Is this something that can be added through cfg?

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I just installed this (put the MagicSmokeIndustries folder into the gamedata folder like any other addon), and the parts aren't showing up. Am I doing something wrong? (v0.21.1)

Edit: I also noticed that one of the folders was "Plugin" instead of "Plugins", but it still didn't work either way.

Edited by BahamutoD
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I just installed this (put the MagicSmokeIndustries folder into the gamedata folder like any other addon), and the parts aren't showing up. Am I doing something wrong? (v0.21.1)

Edit: I also noticed that one of the folders was "Plugin" instead of "Plugins", but it still didn't work either way.

Make sure you aren't including the damnedrobotics dll when you use their old parts. The directory name isn't an issue as KSP traverses the directories.

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Tested the washers, and they work great. I have a question / request, though. How come they don't have an action group thing for toggle / engage / disengage lock? Sometimes I want to lock down everything all at once, so I can then unlock only 1 part in a group. Is this something that can be added through cfg?

It's something I have to add in the code. Give me a few and I will add it.

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Make sure you aren't including the damnedrobotics dll when you use their old parts. The directory name isn't an issue as KSP traverses the directories.

Nevermind it works now, after a few restarts of the game. Dunno what was wrong earlier, I didnt have damned robotics or anything, but its all good :)

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