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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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Let me know if you do find out that stuff does need changing and I'll update the downloads. Don't have time at the moment to try the update out myself.

They work fine it's just the parts don't scale to my liking. If a part weights 1ton and the part that is 1/2 the size, I like to keep it simple and make it 1/2ton. TweakScale doesn't behave this way all the time so I changed it.

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Here's a screenshot of my gamedata folder:

http://i.imgur.com/Vdqy7Tn.png

And here's the craft in question:http://www.4shared.com/file/rqTR8QdMce/KSO__EWBCL_Block_4_ARM.html

It still gives me the same issues: centre of mass moving out of vehicle during launch.

Am i installing parts the wrong way?

When during launch? What altitude, what angle, etc? Have you launched something with a weight offset that is similar to the arm to see if this replicates the problem?

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When during launch? What altitude, what angle, etc? Have you launched something with a weight offset that is similar to the arm to see if this replicates the problem?

I launched it without any payload, only the ARM.

After a while in the launch, the centre of mass moves up, then down up until it's almost out of the vehicle, then i decuople the boosters, then the centre of mass moves lower untill the ship tips over because the autotrim want's to counteract it's movements, then when i decouple the external tank, the shuttle rotate around a point outside the vehicle and it's hard to see it because the camera follows the centre of mass.

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I launched it without any payload, only the ARM.

After a while in the launch, the centre of mass moves up, then down up until it's almost out of the vehicle, then i decuople the boosters, then the centre of mass moves lower untill the ship tips over because the autotrim want's to counteract it's movements, then when i decouple the external tank, the shuttle rotate around a point outside the vehicle and it's hard to see it because the camera follows the centre of mass.

How are you seeing the center of mass move? A gui? What?

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The camera orbits the COM. It's pretty easy to see it move.

I never knew that, wouldn't the center of mass change while the fuel is being used? I just don't see how my parts would be the cause of anything external.

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I never knew that, wouldn't the center of mass change while the fuel is being used? I just don't see how my parts would be the cause of anything external.

Yes, it should move very slowly but when i launch with the arm, it moves slowly and some times "jumps" further than normal.

I think it's the shuttle mod itself is to blame.....

I'm searching the origin of the error.

Edited by MK3424
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I also had issues with the center of mass thing. If this patch didn't fix it, I have a vessel ready to launch, I'll take vid of it. I am certain 1.6.1 and 1.6.2 was causing it, as when I removed the IR parts on that vessel it stopped.

Expect update in 4-6 hours.

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Here's the deal. I took the arm that I redid, added it to the KSO so it resembled yours MK3424, followed the instructions pdf on how to launch the craft and i was able to get into orbit without any problems, never lost control (which may be why I would flip all crazy was because i wasn't following instructions) OR that the plugin now works.

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Here's the deal. I took the arm that I redid, added it to the KSO so it resembled yours MK3424, followed the instructions pdf on how to launch the craft and i was able to get into orbit without any problems, never lost control (which may be why I would flip all crazy was because i wasn't following instructions) OR that the plugin now works.

I think that there are mods conflicting eachother, i'm currently rebuilding my gamedata folder to fix the issue

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I think that there are mods conflicting eachother, i'm currently rebuilding my gamedata folder to fix the issue

What about the improved chase camera? Just something I noticed in the list.

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What about the improved chase camera? Just something I noticed in the list.

It modifys the behavior of the camera in the way it's following the vessel (chase camera not tilting with the vessel when taking corners), i play with it, but on default it's OFF.

mod:http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-3-1-(5-22)

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It modifys the behavior of the camera in the way it's following the vessel (chase camera not tilting with the vessel when taking corners), i play with it, but on default it's OFF.

mod:http://forum.kerbalspaceprogram.com/threads/80112-0-23-5-Improved-Chase-Camera-v1-3-1-(5-22)

Its default is ON. I installed but haven't really played with it much, but the cfg defaults ON.

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I want to see a log file that you stated in the kso tread about null refs and gotorig errors.

I think i'm getting close on the suspect: it might be Nothke's DROMOMAN and/or using different sizes of robotic parts.

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SUSPECT FOUND AND IDENTIFIED!!!!:

Nothke's DROMOMAN! parts are outdated and are messing up the IR joints!

I've been watching the debug menu with every change i made, when i accidentaly loaded the game without dromoman parts, i didn't had the error.

I redid the test with the DROMOMAN parts then i got the error.

So, the dromoman parts needs to be updated! they cause havoc with KSO!!!

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SUSPECT FOUND AND IDENTIFIED!!!!:

Nothke's DROMOMAN! parts are outdated and are messing up the IR joints!

I've been watching the debug menu with every change i made, when i accidentaly loaded the game without dromoman parts, i didn't had the error.

I redid the test with the DROMOMAN parts then i got the error.

So, the dromoman parts needs to be updated! they cause havoc with KSO!!!

Did you just install them without changing anything? I did cover this in the OP

0.15 is out. Tweakables galore! NOTE: This MIGHT break your saved game. Please make a backup copy and give it a try. Delete the parts AND the plugin as it will not work without doing this important step. To get Dromoman's arms to work. Read this post: http://forum.kerbalspaceprogram.com/...=1#post1158720

Industrial hinge is broken until I figure out why it's misbehaving.

The parts work fine for me, no errors as long as I make the partmodule fix.

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Actually. Hold up. You are telling me it's the Dromoman parts yet the craft you supplied me had ZERO dromoman parts side from the limb parts which aren't even robotic parts... I swear, I need a drink.

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Actually. Hold up. You are telling me it's the Dromoman parts yet the craft you supplied me had ZERO dromoman parts side from the limb parts which aren't even robotic parts... I swear, I need a drink.

Yes, i know that the craft didn't had dromoman parts.

But i had the issue because i had dromoman parts installed.

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Yes, i know that the craft didn't had dromoman parts.

But i had the issue because i had dromoman parts installed.

Well I just had a beer, going to have another one in your honor. At least it's working for you. Even still the parts don't cause me any concern in myt game so if it works for you then more power to you. Feel free to look at my rotatron config to see what you can do to make it "exact."

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Well I just had a beer, going to have another one in your honor. At least it's working for you. Even still the parts don't cause me any concern in myt game so if it works for you then more power to you. Feel free to look at my rotatron config to see what you can do to make it "exact."

Wait.... what if i don't have updated the dromoman cfgs?, that may explain why it worked on your pc and not mine.

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Wait.... what if i don't have updated the dromoman cfgs?, that may explain why it worked on your pc and not mine.

Well when I mean update I mean wrapping the part of the config that relates to the plugin.

In the arm_rotact cfg for example:

module = Part

MuMechServo is no longer present, it should be Part

then at the bottom it should look like this:

// toggle parameters

MODULE

{

name = MuMechToggle

rotateJoint = True

rotateAxis = 0, -1, 0

keyRotateSpeed = 5.0

rotateLimits = False

jointSpring = 0

jointDamping = 0

onActivate = False

rotateKey = left

revRotateKey = right

fixedMesh = rotabase

servoName = Rotact

}

}

Now you need to make sure you don't have any other infernalrobotics.dll running around anywhere.

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