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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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I must have changed it by accident when I was tackling a transform issue I was dealing with, my apologies that it slipped by.

Okay thanks, thought maybe it had some compatibility reasons or so ;)

Thanks for the great work, this enables sooo many new things to build!! :)

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Any idea why sometimes my IR GUI will go blank in the VAB and start filling my log with this?


[ERR 05:14:45.388] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)[EXC 05:14:45.392] NullReferenceException
[ERR 05:14:45.401] GUI Error: You are pushing more GUIClips than you are popping. Make sure they are balanced)
[LOG 05:14:45.425] [IR GUI] Removing-IRGUILockOfEditor

BEJxCmj.png

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Connection between part starts at perfect angle then they go wonky during use and building, I suspect when there is more than one scale applied to them, anyone noticed a similar behaviour?

Here a screen to better explain what I am saying, blue is still good red no

i8WjloS.jpg

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Can't say I've seen that before, and I made every attempt to break the new feature. Could you delete and reinstall IR and the Rework parts, and then upload a log if you still encounter the issue?

Also, I only see Rework parts in there. Does it just affect them or all IR parts?

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I have only Rework parts, it happens when I launch, deploy the arms ( they are stressed because of the weight, maybe this? ) then I do a revert flight and they are messed up in the VAB.

I'll see to do a test with legacy parts

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Good news/bad news. I can reproduce the problem and I have more information, but I don't have a good workaround. The plugin is currently letting the hinges travel 1° past their limits, but doesn't reload hinges correctly when they've been moved to or past their limits. As long as you move them less than their limits, they save and reload just fine. You can also try repeatedly traveling past the limit on the other side to fix the ranges.

@sirkut:

Looks like bug in the rotation limit code. Oh, floating point comparison errors, how I've missed you :sticktongue:. Reproducible with just IR+TS or even just IR:

  • Example craft
  • Move the Powered Hinge to +90-91°
  • Move it back to <90°
  • Repeat

The hinge will steadily travel more and more past it's limit, pushing the girder through the probe core (picture here). The position editor will allow you to travel 1° past the limit, so a Powered Hinge 90 degrees can travel from -1° to 181°. Moving past the limit on either end shifts the entire range.

I've dealt with this sort of issue before, but that was about 10 years ago, so I don't have the code anymore. IIRC, these lines (Toggle.cs: 1606-1607 & 1662-1665) are the same solution:

if (rotationEuler < minTweak || rotationEuler > maxTweak)
rotationEuler = Mathf.Clamp(rotationEuler, minTweak, maxTweak);

I think the bug is because the transformation is applied before you clamp the Euler angle.

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Good news/bad news. I can reproduce the problem and I have more information, but I don't have a good workaround. The plugin is currently letting the hinges travel 1° past their limits, but doesn't reload hinges correctly when they've been moved to or past their limits. As long as you move them less than their limits, they save and reload just fine. You can also try repeatedly traveling past the limit on the other side to fix the ranges.

@sirkut:

Looks like bug in the rotation limit code. Oh, floating point comparison errors, how I've missed you :sticktongue:. Reproducible with just IR+TS or even just IR:

  • Example craft
  • Move the Powered Hinge to +90-91°
  • Move it back to <90°
  • Repeat

The hinge will steadily travel more and more past it's limit, pushing the girder through the probe core (picture here). The position editor will allow you to travel 1° past the limit, so a Powered Hinge 90 degrees can travel from -1° to 181°. Moving past the limit on either end shifts the entire range.

I've dealt with this sort of issue before, but that was about 10 years ago, so I don't have the code anymore. IIRC, these lines (Toggle.cs: 1606-1607 & 1662-1665) are the same solution:

if (rotationEuler < minTweak || rotationEuler > maxTweak)
rotationEuler = Mathf.Clamp(rotationEuler, minTweak, maxTweak);

I think the bug is because the transformation is applied before you clamp the Euler angle.

I figured that would rear it's ugly head. Thanks for taking the time to test it and give me reproducible steps.

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It seems to go a bit further than just the +/- 1, say for a joint with normal range 0 - 180 if I set a minimum rotation of 90, open the position editor and click +1 degree the rotation reads as 90 degrees with the joint still in it's 0 position. If I then remove the minimum rotation I can set up to -90 with the position editor, 90 degrees beyond it's minimum rotation and it spawns in the flight scene in it's 0 position but with the whole thing rotated -90 degrees.

Edited by Darren9
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Hey Sirkut,

Nice update, there is only onething, the stationparts are slightly out of date, and seem to no longer work with the IR current Version.

Until 1.86a it was possible to tweak the module of the part so that it still worked, but now also the subassemblies with them are broken :(

Well it affects not all parts, one the rotation ring.

If you like I could send you the reworked part file where I worked out the scaling problem, although the demand for these parts seems pretty low in the community, but they make it so much easier to build stations and ships with "realistic" rotation.

I would really appreciate it, just send me a PM or anything.

The new features in 1.9 are really good, the in Editor view is just extra awesome, and electriccharge in action uuuuh :)

Edit: I had to adjust one Tweakexponent to avoid the StationRing to break saves and subassemblies, but the problem that it no longer rotates, is there.

Edited by Alewx
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@Alewx:

When I checked a couple of days ago, the Station Parts still worked with the Module Manager patch in post #10. Feel free to modify it for new features like EC use.

@BlackDragon Korean:

IIRC, the two factors that affect connection strength are stack node size and mass. Increasing both should make the parts stronger. You could also try Kerbal Joint Reinforcement.

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@Alewx:

When I checked a couple of days ago, the Station Parts still worked with the Module Manager patch in post #10. Feel free to modify it for new features like EC use.

Thanks for the link but, in 18.x they worked fine, today I updated to 1.9 and now they nolonger work.

The Changed of the MM file you suggest are already added.

Edit:

ok you are partially right, but still there is something broken with them, in small and medium they work fine, but the large or even larger tweaked Versions do nothing or rotate like excentric.

Might it be related to size and mass?

Edited by Alewx
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Definitely working for me with that patch, IR 0.19a, TS 1.43, and MM 2.3.5. In-editor movement and scaling both work, and they even have the default 2.5 EC/s.

I have a little time today to look into this, but let's move the discussion over to the Station Parts thread. You'll need to follow the Support sticky guidelines, though, since I don't have enough information to figure out why there not working for you. In addition, what do you mean by "The Changed of the MM file you suggest are already added"? How did you add them?

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Definitely working for me with that patch, IR 0.19a, TS 1.43, and MM 2.3.5. In-editor movement and scaling both work, and they even have the default 2.5 EC/s.

I have a little time today to look into this, but let's move the discussion over to the Station Parts thread. You'll need to follow the Support sticky guidelines, though, since I don't have enough information to figure out why there not working for you. In addition, what do you mean by "The Changed of the MM file you suggest are already added"? How did you add them?

Wasn't is Sirkuts mod?

But the mentioning of TS might be a hint, I'm running on 1.41, I will update that shortly.

The rest in the almost abandoned stationparts thread.

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Yes, it's sirkut's mod – plugin, default parts, and configs. ZodiusInfuser is making the rework models and made the Station Parts models.

Me? I just try to support and debug to keep them a little less busy. That started when I attached a hydraulic piston backwards for the first time. Seeing that glitch made me realize how sirkut's plugin was moving parts – most issues with IR are really counterintuitive unless you're accustomed to a few different programming paradigms. For me, this is about as much fun as playing the game. I enjoy a good bug hunt. :D

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Yes, it's sirkut's mod – plugin, default parts, and configs. ZodiusInfuser is making the rework models and made the Station Parts models.

Me? I just try to support and debug to keep them a little less busy. That started when I attached a hydraulic piston backwards for the first time. Seeing that glitch made me realize how sirkut's plugin was moving parts – most issues with IR are really counterintuitive unless you're accustomed to a few different programming paradigms. For me, this is about as much fun as playing the game. I enjoy a good bug hunt. :D

But if his magic code works, no matter how crazy, everything is fine :) I hope he is not having too much trouble with his new floor in the house.

I enhancd and debugged the weldingplugin, it was not nice. :(

I posted in the stationpart thread.

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