sirkut Posted September 3, 2014 Author Share Posted September 3, 2014 Process is coming along. Wanted to give another preview (not all formatting of the GUI/placement of values (ie. the value or rotation/translation in the tweak menu) is finalized. Link to comment Share on other sites More sharing options...
Guest Posted September 3, 2014 Share Posted September 3, 2014 Lovely. I'll finally be able to properly balance my VTOLs without a lot of part swapping. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted September 3, 2014 Share Posted September 3, 2014 Process is coming along. Wanted to give another preview (not all formatting of the GUI/placement of values (ie. the value or rotation/translation in the tweak menu) is finalized.http://youtu.be/puC-rd7YWwYWoot!! Having group moving of parts is great! Comments/Questions:The group move does make the other rotate buttons below a tad confusing though, as they seem like they're independent rotation/translation control which they aren't.Is there a way to only have rotational parts show the rotational readout, and translational parts only show the translational? Or would that cause issues with that thing you were asked to do? Also, does the 'O' home button return the part to its editor default location? I personally thing it should, as then you've got a single button that can fold an entire assembly up.I look forward to testing it out Link to comment Share on other sites More sharing options...
artao Posted September 3, 2014 Share Posted September 3, 2014 If you want more than one size of each Infernal Robotics part, you must install TweakScale. You can remove the TS config files for all the non-IR parts if you don't want to alter their sizes.The part I use TS on the most is the separatron. Scaled up 200% it works much better, with fewer of them, to kick away the big Kerbodyne parts.Cool. Thx for the clarification. Link to comment Share on other sites More sharing options...
sirkut Posted September 3, 2014 Author Share Posted September 3, 2014 Woot!! Having group moving of parts is great! Comments/Questions:The group move does make the other rotate buttons below a tad confusing though, as they seem like they're independent rotation/translation control which they aren't.Is there a way to only have rotational parts show the rotational readout, and translational parts only show the translational? Or would that cause issues with that thing you were asked to do? Also, does the 'O' home button return the part to its editor default location? I personally thing it should, as then you've got a single button that can fold an entire assembly up.I look forward to testing it out As I mentioned it's not all finalized. Translation/rotation values are just there for debugging. When it's released it will only show the value pertaining to the part type.I'll be reworking the control legends to something else.Currently, 0 will just return to it's original home position (in this case the value "0") unless a limit has been set. Link to comment Share on other sites More sharing options...
sirkut Posted September 4, 2014 Author Share Posted September 4, 2014 Progress report:Electric charge is now added to the plugin.Stock toolbar integration!I have one visual bug to fix but it's getting close to release time.Now for another teaser video: Link to comment Share on other sites More sharing options...
bigdad84 Posted September 4, 2014 Share Posted September 4, 2014 it's getting close to release time.Now for another teaser video:http://youtu.be/kmR83NP_xO8Exciting! Link to comment Share on other sites More sharing options...
mjy Posted September 5, 2014 Share Posted September 5, 2014 well finally got my crane fix up a bit, still need to fix the boom, so using IR parts, like the washer, I modified it,cfg, how do I release my mod with it? as it can`t live w/o itcrane is 150 ton, it just pull up 300 ton Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted September 5, 2014 Share Posted September 5, 2014 well finally got my crane fix up a bit, still need to fix the boom, so using IR parts, like the washer, I modified it,cfg, how do I release my mod with it? as it can`t live w/o itcrane is 150 ton, it just pull up 300 tonhttp://cloud-4.steampowered.com/ugc/30719431516698542/8C5187399E75F78E887136827BE5B53FABD15466/You'd be best to release your mod like I have with the Model Rework, where Infernal Robotics isn't included but you make it clear IR is required for it to work. Link to comment Share on other sites More sharing options...
mjy Posted September 5, 2014 Share Posted September 5, 2014 ty, yes I think I will do that,credit , link etc Link to comment Share on other sites More sharing options...
mjy Posted September 6, 2014 Share Posted September 6, 2014 (edited) how do u make a animated part so u can have stuff attach to it?, got a animated boom , but can`t attach anything,u got stuff that do, u can attach a piece to it?nvm, guest u need a pluging Edited September 6, 2014 by mjy Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 6, 2014 Share Posted September 6, 2014 Question - I have been playing around with tweakscale values for IR parts (mostly rework), and I have noticed some very bizarre behavior.I completely rewrote the tweakscale stuff, so this isn't based on having only three mass values in a part's TS module while having four scale factors in my scaletype, for example - I removed all of those and created an MM patch to add the TS modules back in so that it was easier to work with.However, the parts will not behave correctly when scaled by certain factors. 0.25x, 0.5x, 1x, and 2x are all acceptable - things work as they should, or at least they seem to, parts scale up, movement ranges (like with extendatrons) is correct, blah blah blah. However, NOTHING works correctly (non-extending parts don't work at all, mesh doesn't rotate but moves slightly) when I ask it to scale to 3.0x or 4.0x, and a few parts also fail on 2.0x (such as stackable extendatrons). What gives? Is there some problem with uneven numbers or numbers greater than 2 when scaling IR stuff? Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted September 6, 2014 Share Posted September 6, 2014 However, NOTHING works correctly (non-extending parts don't work at all, mesh doesn't rotate but moves slightly) when I ask it to scale to 3.0x or 4.0x, and a few parts also fail on 2.0x (such as stackable extendatrons). What gives? Is there some problem with uneven numbers or numbers greater than 2 when scaling IR stuff?Have you tried scaling without having the attachment node sizes scale (if tweakscale allows for that)? I remember reading something when the new joint physics came in, that the larger sizes (2 and 3) actually have multiple constraints between parts. Maybe these are fighting with the one used by IR? That would be my guess based on you description. Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 6, 2014 Share Posted September 6, 2014 (edited) Have you tried scaling without having the attachment node sizes scale (if tweakscale allows for that)? I remember reading something when the new joint physics came in, that the larger sizes (2 and 3) actually have multiple constraints between parts. Maybe these are fighting with the one used by IR? That would be my guess based on you description.I'll see what happens if I do size 0 and/or arbitrarily large parts (via part copying) with pitifully small nodes. Hope that's not it, since that would make for some really weak connections on larger parts (unless there's some way to make a given part's node very strong even though it's not large size...?).EDIT: Size 0 nodes and changing the scaleexponent for node connection strength stuff did nothing. Blech. It made the stackable extendatrons move upward from their base (viewed from launchpad), though they also move out. Doesn't fix larger parts.Likewise, specifically defining maxTranslate, keyTranslateSpeed, and masses using TweakScale does not make parts beyond a certain size work.I don't think it has entirely to do with node scaling, here's why: Right-angle extendatrons have node size 1, so do stackable ones. But at the same scale (2x), the right-angle part works as expected, stackable doesn't...EDIT AGAIN: May or may not be anything, but no foldatrons will work at 2x, some other rework parts (actually, most) will - using same TS definitions etc.Also, normal gantry rail is basically impossible to right-click in flight.And finally, creating gigantic versions by changing rescaleFactor, mass, maxTranslate, etc. to appropriate values appears to work. Node size 4 also appears to create no problems. Though these embiggened parts seem a little wobbly for their size. Edited September 7, 2014 by AccidentalDisassembly Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted September 7, 2014 Share Posted September 7, 2014 Solution was a complicated module manager patch that creates 8x sized variants of the parts. If you're interested, I can share what I did - I basically created 8x scale parts, rewrote all the tweakscale code, removed all the tweakscale modules from the actual part CFGs, and the result is that I now can have parts in 0.25x, 0.5x, 1x, 2x, 4x, and 8x sizes. Changing just a few values in the MM config would create 0.25x, 0.5x, 1x, 1.5x, 3x, 6x scales, etc. Link to comment Share on other sites More sharing options...
Nori Posted September 8, 2014 Share Posted September 8, 2014 Anyone seen this happen?No that isn't just me being a terrible rocket builder.. though I wish it was just that.Basically I docked a lander to the parent ship. Saved the game and came back a few hours later. When I loaded in I found the IR extender thingies like that. It is supposed to be 4 in symmetry all around the ship to extend the landing base (my favorite use for them)...Here it is landed before the legs got all screwy. Link to comment Share on other sites More sharing options...
Master Tao Posted September 8, 2014 Share Posted September 8, 2014 Nori,Yup. No known fix, though I've heard it's possible to prevent the displacement by returning all the parts to there original positions and locking them before saving. Link to comment Share on other sites More sharing options...
sirkut Posted September 8, 2014 Author Share Posted September 8, 2014 Nori,Yup. No known fix, though I've heard it's possible to prevent the displacement by returning all the parts to there original positions and locking them before saving.Generally doing what you say will resolve the issue but you must do this before saving. Link to comment Share on other sites More sharing options...
Alewx Posted September 8, 2014 Share Posted September 8, 2014 Progress report:Electric charge is now added to the plugin.Stock toolbar integration!I have one visual bug to fix but it's getting close to release time.Now for another teaser video:http://youtu.be/kmR83NP_xO8Really really, I mean really? that is soo cool, I never thought about electric charge for using IR but yeah that was definetly missing.Sooo Cool Link to comment Share on other sites More sharing options...
sirkut Posted September 8, 2014 Author Share Posted September 8, 2014 Really really, I mean really? that is soo cool, I never thought about electric charge for using IR but yeah that was definetly missing.Sooo Cool Yup. It's also Tweakable so depending on what size, the charge will change. Everything is done except for one part that isn't resetting when you remove the part. Once I get that figured out I will release 0.19 Link to comment Share on other sites More sharing options...
Alewx Posted September 8, 2014 Share Posted September 8, 2014 Yup. It's also Tweakable so depending on what size, the charge will change. Everything is done except for one part that isn't resetting when you remove the part. Once I get that figured out I will release 0.19Cool, Im ready to download But as I'm upgrading the welding tool, I don't find much time to Play Did you find some time, to think about the Integration of the stationparts? Link to comment Share on other sites More sharing options...
Nori Posted September 8, 2014 Share Posted September 8, 2014 Nori,Yup. No known fix, though I've heard it's possible to prevent the displacement by returning all the parts to there original positions and locking them before saving.Generally doing what you say will resolve the issue but you must do this before saving.Thanks for the response. I will try and make sure to do that. I did return them to original, but didn't lock.Question though. If I setup a Mun base and used IR parts for it how would I get around this sort of thing happening assuming I have stuff extended permanently? Can I extend and lock and have the same protection as Master Tao said? Link to comment Share on other sites More sharing options...
VR_Dev Posted September 9, 2014 Share Posted September 9, 2014 Hey Sirkut have you ever successfully loaded two modules into the same part? Each with a different access of rotation? When I try i get both names to end up in the table, "rotate" & "lift", but only one of the motions ever works.Is that something the plugin just wont allow? Link to comment Share on other sites More sharing options...
Master Tao Posted September 9, 2014 Share Posted September 9, 2014 clown_baby,AFAIK, the plugin supports single axis movement with a single non-moving attachment point. You could work around that by using two parts modeled to fit together like one part that moves two ways. Link to comment Share on other sites More sharing options...
VR_Dev Posted September 9, 2014 Share Posted September 9, 2014 clown_baby,AFAIK, the plugin supports single axis movement with a single non-moving attachment point. You could work around that by using two parts modeled to fit together like one part that moves two ways.Yeah I've thought about that. But just to be clear I wasn't talking about just having "rotateAxis = 1, 1, 0", but two separate modules in one .cfg, like soPart{name = MRK42RHandmodule = Partauthor = NovaSiliskomesh = NewModel.muyada, yada, yada,MODULE{ name = MuMechToggle rotateAxis = 1, 0, 0 fixedMesh = Base servoName = R. Hand Rotate}MODULE{ name = MuMechToggle rotateAxis = 0, 1, 0 fixedMesh = Base servoName = R. Hand Lift}}When that part is attached to something in game it loads both "R. Hand Rotate" & "R. Hand Lift". Only moves on one axis though. It would still have a single stationary attachment point. Link to comment Share on other sites More sharing options...
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