sirkut Posted August 7, 2014 Author Share Posted August 7, 2014 At 2:20 in this vid, a simple craft I built with latest KSP (0.24.2) and Infernal Robotics (0-18-4) exhibits unbounded oscillations when placed on the pad. (Everything earlier in the vid is me building it.) This bug seems to occur when high symmetry (8-fold or 6-fold) is employed with hinges, rotators, etc. The final girders I added seem to make it happen more reliably. I first tried IR with KSP 0.23.5 (asteroids...) and it was present then.http://youtu.be/XtLbgreQuZwTry using activestruts in my OP to see of you can dampen the oscillations. There is nothing I can do to fix that except seeing about disabling ohysics briefly but I don't think that work. Link to comment Share on other sites More sharing options...
Master Tao Posted August 7, 2014 Share Posted August 7, 2014 Looks like part clipping – the parts overlap, sometimes causing explosions. That happens in stock KSP, too.Since sirkut suggested physics easing, you could try Kerbal Joint Reinforcement. I don't recall that ever fixing that particular problem, though. Link to comment Share on other sites More sharing options...
Jarkko279 Posted August 7, 2014 Share Posted August 7, 2014 Need Help! GUI wont show up in the launc pad. Works Fine in the WAB. im running 64bit with newest toolbar and also tried re installing the mod.Also is this a known bug when u load a vechile with lots of IR parts, that sometimes the parts are off angle and miss placed.Like my duna buggy that had maybe 15 IR parts in the chassis. it made the buggy undriveable. am i supposed to reset the servos back to default position before quittin?I drove the buggy maybe in 4 diffrent sessions no problem. then after that everytime i reloaded the vechile the parts were gettin more and more off set with every re load.this was back in 23.5. also happened with another vechile.. Link to comment Share on other sites More sharing options...
Master Tao Posted August 7, 2014 Share Posted August 7, 2014 Can you double-check that you've added the toolbar button to the in-flight toolbar? You need to add it both in the VAB/SPH and in flight. If that doesn't work, please try reproducing the problem with just IR and toolbar installed and then post your output_log.txt (Win) or Player.log (Mac, Linux).Someone else had similar issues with parts being in different positions after reloading a save. Resetting their positions before saving and locking the parts helped. You can lock all the parts at once if you set up an action group. Similarly, you can return all parts to their original position with an action group for Move 0 for all parts. Link to comment Share on other sites More sharing options...
Jarkko279 Posted August 7, 2014 Share Posted August 7, 2014 haha yeah i didnt saw the in-flight toolbar IR icon cause i had to scroll down the thing. been away from this game a while and thx for the tips Link to comment Share on other sites More sharing options...
mJrA Posted August 8, 2014 Share Posted August 8, 2014 (edited) Is it possible to toggle a rotation? Like if i press action Key it doesnt stop rotate until i stop the rotation by another action key. Possbile? Planned? Edited August 8, 2014 by mJrA Link to comment Share on other sites More sharing options...
sirkut Posted August 8, 2014 Author Share Posted August 8, 2014 Is it possible to toggle a rotation? Like if i press action Key it doesnt stop rotate until i stop the rotation by another action key. Possbile? Planned?Have you even tried to use an action group? That's exactly how it functions. Press once, it moves endlessly until you press again, it stops. Link to comment Share on other sites More sharing options...
Squelch Posted August 8, 2014 Share Posted August 8, 2014 At 2:20 in this vid, a simple craft I built with latest KSP (0.24.2) and Infernal Robotics (0-18-4) exhibits unbounded oscillations when placed on the pad. (Everything earlier in the vid is me building it.) This bug seems to occur when high symmetry (8-fold or 6-fold) is employed with hinges, rotators, etc. The final girders I added seem to make it happen more reliably. I first tried IR with KSP 0.23.5 (asteroids...) and it was present then.http://youtu.be/XtLbgreQuZwThat's an interesting rapid disassembly you have there. Did that happen while you were recording, or did you record to show it? I've seen something similar once, and attributed it to heavy background task load. Ordinarily, I don't stress my system too much, but on that occasion there was lots going on, so I suspect that your capture software may not have helped.Something to check for if it happens with only KSP and required tasks, is the physics tick slider. Found under Settings => General => System => Max Physics Delta-Time per FrameHave you manually adjusted it? I'm not certain, but I beleive it gets automatically set according to your machine spec, so setting the tick duration lower could feasibly cause undamped oscillation. IR probably adds extra stress the physics engine, and any other machine load will exaggerate it further. Try decreasing the number of ticks - increasing the duration - to see if that helps. Link to comment Share on other sites More sharing options...
Space Scumbag Posted August 9, 2014 Share Posted August 9, 2014 This mod is just awesome.Here my new released craft: Link to comment Share on other sites More sharing options...
Squelch Posted August 9, 2014 Share Posted August 9, 2014 Madness! Utter inspirational madness! I'm loving your work. Link to comment Share on other sites More sharing options...
sober667 Posted August 10, 2014 Share Posted August 10, 2014 there is a bug using Extraplanetary lauchpads that IR control dont show any way i try it (on tollbar or in) if uour lauchpad has no IR parts Link to comment Share on other sites More sharing options...
Master Tao Posted August 10, 2014 Share Posted August 10, 2014 there is a bug using Extraplanetary lauchpads that IR control dont show any way i try it (on tollbar or in) if uour lauchpad has no IR partsDoes that happen when you are trying to launch a vessel with IR parts? Does the problem happen with just EL and IR installed?There is important information to include in any bug report:Your KSP version Your mod versions Your Operating System and version Cause the problem, then quit KSP and find your output log:Windows (32 bit): KSP_win\KSP_Data\output_log.txt Windows (64 bit): KSP_win64\KSP_x64_DATA\output_log.txt Mac OS X: Open Console, find Unity on the left side, click on Player.log. It's also located at ~/Library/Logs/Unity/Player.log. Linux: ~/.config/unity3d/Squad/Kerbal\ Space\ Program/Player.log Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 11, 2014 Share Posted August 11, 2014 (edited) Not sure if anyone else has reported this, but here's what happened:1. Went into IR's tweakscale configs, decided I wanted larger IR rework robotic parts.2. Added new values higher than current max (e.g. added a new 1.5 scale whereas highest was usually 1.0 for most of the IR Parts).3. Attempted to scale up IR Parts.4. They appear to scale up, but I get debug log spam and VAB/SPH lag. Does not happen when scaling down or when scaling *back* to original size, only seems to happen when going above whatever was in the bundled tweakscale config.Here's an output log: https://dl.dropboxusercontent.com/u/59567837/KSP-IRTweakScaleStuff.logPlease let me know if that's not the right log file. It didn't make anything crash, no output_log in a crash folder...Latest versions of MSI/TweakScale (I think!), but tons of mods installed... Edited August 11, 2014 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
Master Tao Posted August 11, 2014 Share Posted August 11, 2014 The KSP.log is less helpful than the output_log.txt (KSP\KSP_Data\output_log.txt) in most cases, but I think I've got it this time.I think you did this: added "1.5" to the scaleFactors lines in Rework_TweakScale.cfg and a new name to the scaleNames line.If that's right, you just need to add 1.5x mass items in InfernalRoboticsRework_0_24_Fix.cfg:@PART[IR_Pivotron*]{ @MODULE[TweakScale] { TWEAKSCALEEXPONENTS { mass = 0.025, 0.05, 0.1[COLOR=#b22222][B], 0.15[/B][/COLOR] } }}You might want to wait on that. As soon as ZodiusInfuser has a chance to finish the Foldatrons, I'll release an updated patch that makes those changes much easier. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted August 11, 2014 Share Posted August 11, 2014 The KSP.log is less helpful than the output_log.txt (KSP\KSP_Data\output_log.txt) in most cases, but I think I've got it this time.I think you did this: added "1.5" to the scaleFactors lines in Rework_TweakScale.cfg and a new name to the scaleNames line.If that's right, you just need to add 1.5x mass items in InfernalRoboticsRework_0_24_Fix.cfg:@PART[IR_Pivotron*]{ @MODULE[TweakScale] { TWEAKSCALEEXPONENTS { mass = 0.025, 0.05, 0.1[COLOR=#b22222][B], 0.15[/B][/COLOR] } }}You might want to wait on that. As soon as ZodiusInfuser has a chance to finish the Foldatrons, I'll release an updated patch that makes those changes much easier.Aha, cool, that does seem to fit the 3 masses, not 4 deal. If that update is coming soon, then yeah, I think I'll just wait. Thanks for the help! Link to comment Share on other sites More sharing options...
Killubear Posted August 12, 2014 Share Posted August 12, 2014 Wondering if anyone can lend me some ideas.I wanted to modify a part to fully rotate on all three axis (like a ball and socket joint) or at least make a hinge free moving (which can then be stacked into a 3 way axis on a free washer)Looking in the part files i messed around with the "rotateAxis" and such and the "freeMoving" parameters but cannot for the life of me get it to work the way I want.Any ideas / suggestions? Link to comment Share on other sites More sharing options...
Master Tao Posted August 12, 2014 Share Posted August 12, 2014 First, try the Uncontrolled parts from the Rework to save yourself some trouble. If you decide to make your own parts, base the configs on those. As far as I know, it's not possible to make InfernalRobotics parts that rotate on more than one axis. Link to comment Share on other sites More sharing options...
KerbMav Posted August 12, 2014 Share Posted August 12, 2014 Part Suggestion:A ball joint, rotatable by lets say 60deg in any direction, could be used to attach lights or quantum struts to aim them as desired. Link to comment Share on other sites More sharing options...
steve_v Posted August 12, 2014 Share Posted August 12, 2014 Also is this a known bug when u load a vechile with lots of IR parts, that sometimes the parts are off angle and miss placed.Like my duna buggy that had maybe 15 IR parts in the chassis. it made the buggy undriveable. am i supposed to reset the servos back to default position before quittin?I drove the buggy maybe in 4 diffrent sessions no problem. then after that everytime i reloaded the vechile the parts were gettin more and more off set with every re load.this was back in 23.5. also happened with another vechile..I'm seeing this too, also happened to me with 0.23 & 0.23.5. Stopped using this mod for that reason.Thought I'd give it a go with new 0.24.2 game, still the same. I _hate_ using hyperedit to replace bugged craft, does anyone know what's going on here?This always seems to hit while I'm flying some other vessel - I switch back to my rover only to find e.g. wheels several meters from the chassis yet still somehow attatched.I just did a couple of quickload / save cycles with robotics parts in various positions, ditto vessel switch. I can't seem to reproduce it, so I can't provide a relevant log at this point.I did see NullReferenceException: Object reference not set to an instance of an object at Part.force_activate () [0x00000] in <filename unknown>:0 at Part+.MoveNext () [0x00000] in <filename unknown>:0 Just after loading a bugged craft (the only error in log file) but I don't know if it's even related as I can't pin down exactly _when_ this happens - by the time I realise, it's too late.Any help narrowing this down would be much appreciated. Link to comment Share on other sites More sharing options...
sirkut Posted August 12, 2014 Author Share Posted August 12, 2014 If I knew how to reproduce it I would help but I haven't been able to. Try quick saving before switching crafts to see if that helps. I'm still in the dark as to why this is happening. Link to comment Share on other sites More sharing options...
steve_v Posted August 12, 2014 Share Posted August 12, 2014 Bugger. I just knew you were going to say that. Anything I can grep for in the logs while waiting for it to happen again? i.e. debug prefix specific to IR? Link to comment Share on other sites More sharing options...
Master Tao Posted August 12, 2014 Share Posted August 12, 2014 You can look for an exception, error, or warning related to "InfernalRobotics". AFAIK, "MagicSmokeIndustries" only shows up when the log lists directories. Link to comment Share on other sites More sharing options...
Scimson Posted August 12, 2014 Share Posted August 12, 2014 I am having an inversion bug with the hinge which leave my spacecraft stuck in orbit. It the normal size hinge not rotated.Here is a link to screenshots: http://imgur.com/a/OYJJjIs there a known fix for this problem?I am running KSP x64 with a couple of other mods. Link to comment Share on other sites More sharing options...
sirkut Posted August 12, 2014 Author Share Posted August 12, 2014 I am having an inversion bug with the hinge which leave my spacecraft stuck in orbit. It the normal size hinge not rotated.Here is a link to screenshots: http://imgur.com/a/OYJJjIs there a known fix for this problem?I am running KSP x64 with a couple of other mods.Try this. Quicksave before undocking. Then undock, quicksave again THEN reload the quicksave and see if that work.s Link to comment Share on other sites More sharing options...
Scimson Posted August 12, 2014 Share Posted August 12, 2014 (edited) Try this. Quicksave before undocking. Then undock, quicksave again THEN reload the quicksave and see if that work.sI just tried it without success including about half an hour of just messing around with quick save/load trying to get it to work properly so I could land. Now though I don't mind losing the spacecraft and sending a rescue team, but is there an alternative to the hinge I'm using which could basically perform the same job of lifting the payload 90 degrees upward and putting it back down?Edit: I think I should mention that it has happened using the same part on other launches but the issue seemed to resolve itself out of nowhere. (No luck this time) Edited August 12, 2014 by Scimson Additionnal Info Link to comment Share on other sites More sharing options...
Recommended Posts