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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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The "other" IR has now been updated to 0.15, so you won't need to manually change the CFG files. Would have liked to upload this with Sirkut's update, but time-zones :P

My job had me working after hours to get a system ready to go live. Loads of fun.

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My job had me working after hours to get a system ready to go live. Loads of fun.

Extra big thanks for getting this out the door when you could whilst having a hectic day then. Another thing I wanna show my appreciation for is the Toolbar functionality. I know it's only a small detail but once you get into using it the ability to remove these interfaces as and when gets pretty addictive, saying that though the interface for IR is not intrusive either, just a nice little cherry on the top :D

One small question, and I just want to clarify this isn't me asking for a new feature or anything, I imagine this mod leaves you with enough on your plate as it is anyway, but has the idea of some sort of interface for Raster Prop Monitor ever crossed your mind? I was messing around yesterday with IR from IVA testing some new ideas when I realized it's one of the few tools I use as a vital part of my ship sometimes that doesn't have any way of interaction directly from the IVA other than the interface. Obviously, i can see how the interface alone sort of negates any real use to such a feature other than immersion, but it was just something that crossed my when I noticed how cool it looks watching your IR parts do their job from well placed IVA cameras and wondered if it was an idea you had toyed with at all?

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Extra big thanks for getting this out the door when you could whilst having a hectic day then. Another thing I wanna show my appreciation for is the Toolbar functionality. I know it's only a small detail but once you get into using it the ability to remove these interfaces as and when gets pretty addictive, saying that though the interface for IR is not intrusive either, just a nice little cherry on the top :D

One small question, and I just want to clarify this isn't me asking for a new feature or anything, I imagine this mod leaves you with enough on your plate as it is anyway, but has the idea of some sort of interface for Raster Prop Monitor ever crossed your mind? I was messing around yesterday with IR from IVA testing some new ideas when I realized it's one of the few tools I use as a vital part of my ship sometimes that doesn't have any way of interaction directly from the IVA other than the interface. Obviously, i can see how the interface alone sort of negates any real use to such a feature other than immersion, but it was just something that crossed my when I noticed how cool it looks watching your IR parts do their job from well placed IVA cameras and wondered if it was an idea you had toyed with at all?

I spoke to Mihara on getting that functionality into Infernal Robotics. I need that to the Todo list on the OP. Thanks for reminding me.

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I've just tried 0.15, and in the config window no more "invert" button, no more "min" and "max" configurable value... Am I doing something wrong ? (so I removed it and get back to 0.14 -> buttons are back)

Edit : Shame on me :blush:

Edited by varsass
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Awesome to hear about RPM being a possibility for the future! I swear this mod has something to look forward to whenever I visit the thread. I got a small bug here by the way, but I can't figure out whether it's actually with .15 or the WIP IR parts which I'm also using. Both are the latest versions. For some reason when I add a part and then later remove it in the VAB the part remains in the servo list and sometimes when I then hover over the servo list with no longer relevant parts still in there the list goes blank. I added TAC life support and Modular Kolonization whilst updating IR and adding the future parts, probably not relevant but worth mentioning.

Like I say I don't know which IR download it could be stemming from but thought I would mention it here just in case.

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Awesome to hear about RPM being a possibility for the future! I swear this mod has something to look forward to whenever I visit the thread. I got a small bug here by the way, but I can't figure out whether it's actually with .15 or the WIP IR parts which I'm also using. Both are the latest versions. For some reason when I add a part and then later remove it in the VAB the part remains in the servo list and sometimes when I then hover over the servo list with no longer relevant parts still in there the list goes blank. I added TAC life support and Modular Kolonization whilst updating IR and adding the future parts, probably not relevant but worth mentioning.

Like I say I don't know which IR download it could be stemming from but thought I would mention it here just in case.

I've seen that bug periodically and I'm still trying to catch that one. Thanks for reminding me.

- - - Updated - - -

It's all in the Tweakables. Read the OP like you were told to :P

Yeah what ObsessedWithKSP said. You honestly need to read the entire OP whenever an update is performed.

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I've seen that bug periodically and I'm still trying to catch that one. Thanks for reminding me.

Sorry in advance since I kind of feel like I'm pestering you at this point but I think I can help with squashing that bug actually, I just found a way to replicate it 100% of the time with both the WIP parts and Legacy. If you attach one IR part to another, either directly or along a chain where one will affect the other, then you run into some weird behaviour with how parts are removed. For instance take this shot here.

xcl69NJ.jpg

If I remove the 90 degree hinge first, then the base one everything behaves normally and the IR interface disappears as usual since there's no connected IR parts. If I were to remove the bottom hinge instead though with the 90 degree hinge still attached to it then the 90 degrees hinge remains registered as connected to the vessel as far as the IR UI is concerned. Like this.

p01WiVF.jpg

The IR UI also then goes blank should you attempt to hover over it, although I didn't check if you have to fully delete the parts affecting it first for the UI to go blank. However, if you do then delete the two parts together by clicking on anything from the left window it will be completely irreversible unless you start an entirely new craft.

I'm guessing some of this behaviour is probably common knowledge too and that removing multiple IR parts at a go was a stupid move on my part for not getting to grips with it properly yet, but that's definitely causing the dead UI too.

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Sorry in advance since I kind of feel like I'm pestering you at this point but I think I can help with squashing that bug actually, I just found a way to replicate it 100% of the time with both the WIP parts and Legacy. If you attach one IR part to another, either directly or along a chain where one will affect the other, then you run into some weird behaviour with how parts are removed. For instance take this shot here.

http://i.imgur.com/xcl69NJ.jpg

If I remove the 90 degree hinge first, then the base one everything behaves normally and the IR interface disappears as usual since there's no connected IR parts. If I were to remove the bottom hinge instead though with the 90 degree hinge still attached to it then the 90 degrees hinge remains registered as connected to the vessel as far as the IR UI is concerned. Like this.

http://i.imgur.com/p01WiVF.jpg

The IR UI also then goes blank should you attempt to hover over it, although I didn't check if you have to fully delete the parts affecting it first for the UI to go blank. However, if you do then delete the two parts together by clicking on anything from the left window it will be completely irreversible unless you start an entirely new craft.

I'm guessing some of this behaviour is probably common knowledge too and that removing multiple IR parts at a go was a stupid move on my part for not getting to grips with it properly yet, but that's definitely causing the dead UI too.

Thanks. That did the trick. I'll work on fixing it. I knew I saw it but I couldn't figure out how. Thank you again.

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Hi, first of all, thanks for all the hard work on the mod!

I grabbed .15 earlier, but I'm getting a massive framerate drop after installing it. Used to run 30+ FPS, now chugging along at ~5 after the update.

I've tried:

Fresh install of KSP, clean install of IR .15. Stripped out all other mod parts on the rover I've made, copied .craft into a new save in the new install. Still the same. Going back to .14 makes it slick again. Anyone else found this?

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Hi, first of all, thanks for all the hard work on the mod!

I grabbed .15 earlier, but I'm getting a massive framerate drop after installing it. Used to run 30+ FPS, now chugging along at ~5 after the update.

I've tried:

Fresh install of KSP, clean install of IR .15. Stripped out all other mod parts on the rover I've made, copied .craft into a new save in the new install. Still the same. Going back to .14 makes it slick again. Anyone else found this?

as I've said in my OP. I need to see an output_log.txt file. Something is probably spamming the error log and would help.

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I've found an even better solution to the speed slider. Procedural Fairings makes use of a library called KSP API Extensions, which includes this tweakable, which I'm probably gonna use in the next version of TweakScale:

AJJFM7l.png

It does basically what the current solution does, but with half the number of sliders (at the cost of lots of buttons).

I believe the perfect solution would be closer to a logarithmic scale, though. But now that you have some code to work from, you might be able to make that. Or maybe I will.

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I've found an even better solution to the speed slider. Procedural Fairings makes use of a library called KSP API Extensions, which includes this tweakable, which I'm probably gonna use in the next version of TweakScale:

http://i.imgur.com/AJJFM7l.png

It does basically what the current solution does, but with half the number of sliders (at the cost of lots of buttons).

I believe the perfect solution would be closer to a logarithmic scale, though. But now that you have some code to work from, you might be able to make that. Or maybe I will.

I saw this in someone's video and was planning on researching it and implement this in the next release!

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Depends what you mean by bugged. If its not activating the servos and extending or spinning stuff in the editor, its not supposed to. Read the OP.

If you mean its not rotating parts like WASD do, then yes, your copy is bugged.

I mean the button in the GUI in sph hangar. i need parts mirrored but its bin buged for last couple of versions, it doesnt rotate parts as its used to...

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I mean the button in the GUI in sph hangar. i need parts mirrored but its bin buged for last couple of versions, it doesnt rotate parts as its used to...

I haven't addressed it so it's probably bugged. I meant to remove it completely until I remedied the situation. At least now I know I forgot something.

- - - Updated - - -

In fact, if I knew what it actually was _supposed_ to do I would look into it. I will be honest that I've never used it. Examples with pictures would be nice.

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Alright Pliuple, I fixed the rotating the POSITION (someone is going to misread this) of the parts via the editor GUI. I'll see about uploading this including another bug fix later.

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I forgot, it's currently set at 45 degrees as the original version. Any preference of making it be in 15 degree increments for the placement rotation during editing?

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