Toyotawolf Posted June 25, 2014 Share Posted June 25, 2014 Here Sirkut have one or ten of our Canadian beers, it's stronger and helps more Link to comment Share on other sites More sharing options...
MK3424 Posted June 25, 2014 Share Posted June 25, 2014 (edited) Here Sirkut have one or ten of our Canadian beers, it's stronger and helps moreI would rather send an Belgian Abbey beer.Oh well, i learned something that probably wouldn't have happened if i'd changed the part's cfg of dromoman.Let's hope that nothke will update it's parts. Edited June 25, 2014 by MK3424 Link to comment Share on other sites More sharing options...
UAL002 Posted June 25, 2014 Share Posted June 25, 2014 Heads up. I removed the 1.6.2 and installed 1.6.4 and have had NO change to the part floppyness. Is this what you guys are working on? I've never used or installed any parts other than the default IR parts included with the DL. Link to comment Share on other sites More sharing options...
Drew Kerman Posted June 25, 2014 Share Posted June 25, 2014 well if you were still using 16.2 then no, 16.4 probably won't fix anything. When I reverted back to 16 the floppyness was still there I had to actually revert my save file a few hours back to before I even installed 16.1 to get the floppyness to go away when using 16.For me, since reverting back to the non-floppy parts and using 16 then jumping to 16.4 the one craft that was experiencing issues is still good.Although Sirkut I am still having trouble with the ability to re-order the part grouping while in flight. I change them around but just returning to the Space Center and then back to the craft resets things to the way they were from launch.Also, the GitHub "latest" link still points to 16.3 Link to comment Share on other sites More sharing options...
UAL002 Posted June 26, 2014 Share Posted June 26, 2014 Starting a new game in 1.6.4 didn't even work. Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 Fixed the github "latest" link.The floppiness isn't going to fix the existing crafts because the masses are all wrong unless you replace the actual part configs that I released with 0.16.4. I think if you replace the part CFGs with those from 0.16.4 it should fix the joint floppiness because the masses are being recalculated (to my preference) during craft load/vessel change. That's the crux of the problem because due to the parts being so stupidly light due to TweakScale. I've been talking to Biotronic and there may be another way around this issue and I just have to test it.As for the groups not saving, I need to see a log file, something doesn't make sense.- - - Updated - - -Starting a new game in 1.6.4 didn't even work.Give me the actual craft you are using + a log file and steps to replicate it. I'll will try with a fresh install (I'm assuming new game means no other mods?) Link to comment Share on other sites More sharing options...
UAL002 Posted June 26, 2014 Share Posted June 26, 2014 Forget that last comment, I started a new game but carried over a craft built in 1.6.2. Guess Ill have to get inventive with my station. Thanks sirkut, looks like I'm good now. Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 Hopefully the last time I need to do this. I stripped the code out of the dll and now relied on the part's config to determine the masses. You will need to replace ALL the files in the magicsmokeindustries folder. please dear god don't just replace the dll. PLEASE.I'll be contacting ZodiusInfuser on what needs to be done to his part's config files in order for this to work well. For now if you want to replicate it, this is the AdjustableRail's config(the part that matters in the change)MODULE{ name = TweakScale type = IR_RoboticRail MODULE { mass = 0.05, 0.1, 0.2 } MODULE { name = MuMechToggle translateMax = 0.5,1.0, 2.0 }}The part in bold is the mass of the part. Refer to the original mass in the CFG (in this case it's 0.2) then scale it accordingly. Since I wanted to scale it by half each time, it's the values that you see. Link to comment Share on other sites More sharing options...
Woodstar Posted June 26, 2014 Share Posted June 26, 2014 So keep 16.4 IRTweakscale.dll? and use the rest of 16.5 parts? Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 So keep 16.4 IRTweakscale.dll? and use the rest of 16.5 parts?Replace everything please. Even the DLL. Link to comment Share on other sites More sharing options...
UAL002 Posted June 26, 2014 Share Posted June 26, 2014 Minor issue, been there since before this crazyness. On reload my extending piston works but the model is not right. Are you aware of this?http://cloud-4.steampowered.com/ugc/3298073806227928754/0AC59F72E2D9601043340F536FA66BF4177E635E/ Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 Is this the most recent version _with_ the updated parts? This happens when one wants to use the old parts and it isnt scaling correctly due to old parts. I'm also not certain you are connecting them correctly. The "root" connection should not be the silver part but rather the connection node that is inside the model just a tad so the mail body is inside your attachment target. Link to comment Share on other sites More sharing options...
Gwincraft Posted June 26, 2014 Share Posted June 26, 2014 (edited) Hi sirkut.Thank you for putting together such a great addition to KSP. I don't think playing with FAR would be possible if it were not for your mod to let me fold payloads into the KW Fairings. I had been using an older version for a while, and decided the tweakables were worth the upgrade.Because I try to read this thread, I knew that the 16.X update would break my ships, so I removed all IR parts from my ships. I then removed the prior version of IR from my Game Data Folder. Upon installing the new version, I'm having an issue with the Gantry Rail.http://imgur.com/a/u6OdONot sure if I missed some part editing I was supposed to do... Please advise.EDIT: Ah... you released 16.5 between when I downloaded 16.4 and tried it out. Seeing if 16.5 fixes the issue.Edit #2: Issue persists. I deleted all of 16.4 before I installed 16.5. Edited June 26, 2014 by Gwincraft More testing. Link to comment Share on other sites More sharing options...
Lekke Posted June 26, 2014 Share Posted June 26, 2014 Hi sirkut.Thank you for putting together such a great addition to KSP. I don't think playing with FAR would be possible if it were not for your mod to let me fold payloads into the KW Fairings. I had been using an older version for a while, and decided the tweakables were worth the upgrade.Because I try to read this thread, I knew that the 16.X update would break my ships, so I removed all IR parts from my ships. I then removed the prior version of IR from my Game Data Folder. Upon installing the new version, I'm having an issue with the Gantry Rail.http://imgur.com/a/u6OdONot sure if I missed some part editing I was supposed to do... Please advise.EDIT: Ah... you released 16.5 between when I downloaded 16.4 and tried it out. Seeing if 16.5 fixes the issue.Edit #2: Issue persists. I deleted all of 16.4 before I installed 16.5.I also had an issue with the gantry when i loaded up a craft. But when i replaced the gantry with a new one it was fine. Link to comment Share on other sites More sharing options...
Lekke Posted June 26, 2014 Share Posted June 26, 2014 Is it normal the parts flex so much? This is with v 0.16.5 and I did a clean install. Also this is not a saved craft. I believe with build 0.16.4 I didn't have this much flex. Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 Actually I may have scaled the pistons incorrectly. I will check in a bit, if that is the case I will just post the file to replace.Crafts made before 0.16.5 may not behave well because they are missing a specific portion in the config files that relates to the masses. Maybe an edit of the craft file will fix this? Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 Is it normal the parts flex so much? This is with v 0.16.5 and I did a clean install. Also this is not a saved craft. I believe with build 0.16.4 I didn't have this much flex.http://i.imgur.com/2QRUywr.pngReplace the part.cfg in the TPS directory with this one, I did indeed scaled them incorrectly. I will reupload the pack later.http://www./view/l46lx9j58okp2hi/part.cfg Link to comment Share on other sites More sharing options...
Lekke Posted June 26, 2014 Share Posted June 26, 2014 Replace the part.cfg in the TPS directory with this one, I did indeed scaled them incorrectly. I will reupload the pack later.http://www./view/l46lx9j58okp2hi/part.cfgCheers you're a life saver. Link to comment Share on other sites More sharing options...
DeepOdyssey Posted June 26, 2014 Share Posted June 26, 2014 I can't even properly test earlier versions, before moving on Nice that you finally solved the wobbling problem, it was a great nuisance. Link to comment Share on other sites More sharing options...
Qdog Posted June 26, 2014 Share Posted June 26, 2014 I have tried downloading from all 3 sites listed at the top. all of them are giving me 16.5 i think. i dont get the different sizes of the partts though! PLEASE HELP! Link to comment Share on other sites More sharing options...
MK3424 Posted June 26, 2014 Share Posted June 26, 2014 Sirkut, about the issue with hothke's parts.....I accidentaly discovered that it was a clipped part on the arm to blame for the errors.Not nothke's parts (i only use limb parts). Link to comment Share on other sites More sharing options...
Lekke Posted June 26, 2014 Share Posted June 26, 2014 (edited) I'm currently building/designing a payload transfer station (using an arm to get cargo out of the cargo bay), and then using a tug to transport that cargo to another station in the same orbit about 4 km away (this is to reduce part count on both stations). Now my problem with this concept is that in order for this concept to work both stations remain in the same orbit without having to ajust them constantly. I got it down to where I need minimal management of the orbit. But the problem lies in the oscillations that the robotic parts generate, they tend to shift my orbit. Is there any way to minimize them or even completly solve them? Any tips are welcome. I am contemplating of building the station attached to an e-class asteroid but that brings problems of its own. This is a screen of my robotic arm. Edited June 26, 2014 by Lekke Link to comment Share on other sites More sharing options...
sirkut Posted June 26, 2014 Author Share Posted June 26, 2014 Truthfully I am not sure how I can fix it. Maybe ramp up and ramp down during movements? I just don't know aside from moving at really slow speeds. Link to comment Share on other sites More sharing options...
MK3424 Posted June 26, 2014 Share Posted June 26, 2014 That's physics in works: when you move a part with the arms, it will affect the whole station. Link to comment Share on other sites More sharing options...
Master Tao Posted June 26, 2014 Share Posted June 26, 2014 A global speed multiplier might help. I find that I change most of the group speed multipliers depending on whether the robotic arm is attached to cargo or not. Link to comment Share on other sites More sharing options...
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