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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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I love this mod so much, but I can't help but notice the weak joints when trying to build something a bit more complex.

I'm trying to build a SpaceShipTwo replica, and the feathering system is extremely wobbly, so much so that it's literally impossible to fly the aircraft. Is there any way to strengthen the joints? I can't seem to get active struts to work :(

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I love this mod so much, but I can't help but notice the weak joints when trying to build something a bit more complex.

I'm trying to build a SpaceShipTwo replica, and the feathering system is extremely wobbly, so much so that it's literally impossible to fly the aircraft. Is there any way to strengthen the joints? I can't seem to get active struts to work :(

Try Kerbal Joint Reinforcement. Though even that can only help so much with some design. Active Strut is still the best companion with IR for the purpose of strengthening joints.

You can try limiting the movement rate of the parts to prevent wobbling, however. But that may be too slow for your feathering system

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Try Kerbal Joint Reinforcement. Though even that can only help so much with some design. Active Strut is still the best companion with IR for the purpose of strengthening joints.

You can try limiting the movement rate of the parts to prevent wobbling, however. But that may be too slow for your feathering system

I've already got KJR, but thanks for the suggestion, nonetheless. Still can't get active struts to work haha.

I decreased the movement speed of the tail, and it's helping slightly. I've also attempted to use different IR parts, and I'm currently using that block hinge (I can't remember its name) and that has removed most of the wobbling. Only question now is if it'll hold during re-entry....

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How difficult would it be to make rotatron track the sun or any other object? I have wanted to create ISS-styled solar array tracking for a long time, and KSP's arrays only track the sun in one direction. Yep, I know that's a plugin editing...

Same for Remotetech antennas. Would be awesome to see them point the target automatically, even if it is just an aesthetic effect.

I use the mod Rotate, that makes the craft rotate with the orbit, always facing prograde even in timewarp, and retain it's rotational speed during the timewarp. So, seeing the arrays track the sun in time warp would be awesome that way.

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Hi sirkut! I'm just getting back in to IR having been playing stock for a while and its really nice to see how far its come in the months I've not been using it. The ability to move parts in the editors is incredible! I've not tried anything with docking ports on arms yet but everything else seems to be much more stable now.

I have a question and I'm sorry as I'm sure its been asked before but I can't find the response, but is it possible to have movement limits on the free moving washer? I really need a free moving hinge (but a washer would do) that can have a limited range of movement. My other question is would it be possible to also have some sort of adjustable dampening or stiffness on a free moving part?

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I've been away from KSP for a while, just stated playing 0.90 with the newest version of IR. With a few crafts now when I come back from leaving the game, the robotic parts are bizarrely offset and unusable -- two parts of a hinge will be offset a meter, two parts of a piston parallel but a meter or three apart, etc. Just curious if this is a know problem or something messed up on my system (maybe some other plugin messing it up etc). This is one of my favorite mods but at the moment I can't use it.

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I've been away from KSP for a while, just stated playing 0.90 with the newest version of IR. With a few crafts now when I come back from leaving the game, the robotic parts are bizarrely offset and unusable -- two parts of a hinge will be offset a meter, two parts of a piston parallel but a meter or three apart, etc. Just curious if this is a know problem or something messed up on my system (maybe some other plugin messing it up etc). This is one of my favorite mods but at the moment I can't use it.

Known problem with tweakscale. Latest tweakscale produce some unexpected behaviours where you least expect. I don't even recall what was latest stable version of tweakscale mod 1.45 or 1.48 or something between.

Unfortunately tweakscale developer have no free time to update mod soon, so we have to find other ways to use IR parts. Write you own cfg for missing resized parts for example. Someone posted here how you can do it not so long time ago.

Most probably i will also do it for my own game as soon as I start to rebuild my crafts that uses IR parts.

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For a project of mine I am trying to dynamically change rotatron's rotation speed in KOS script, but it seems I cannot set it higher than 5 (the default max value in VAB). Are there any workarounds or this number is embedded deep in the code?

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For a project of mine I am trying to dynamically change rotatron's rotation speed in KOS script, but it seems I cannot set it higher than 5 (the default max value in VAB). Are there any workarounds or this number is embedded deep in the code?

It's a combination of a design decision I made in kOS and the user interface chosen by Infernal Robotics.

The problem with opening up any script manipulation of any of the KSPFields in any way the player feels like is that it would have made a bug support nightmare for the other mod makers and I didn't want to do that to them. I was worried that people could complain about other mods being "buggy" when the "bug" they experience is their own fault - the result of them changing a variable the mod is using in a way that would never have been possible under normal operation of that mod.

So I went with the following rule: kOS will try as hard as it can to only allow you to make the *same exact* changes to a KSPField you could have made via the user interface, and no others.

That means for any slider-based field, if you try setting the value in a kerboscript, the actual value it ends up getting is whatever the nearest possible value is that the slider would have allowed a manual user to set it to. Not only does that mean you can't set it to a value outside the slider's range, but you also can't set it to a value in-between the "detents" that the slider's "resolution" allows. (i.e. if the slider is defined to have a minimum increment of 0.5, between values of 0 and 10, and you try to set it to, say, 8.43, you'll end up setting it to 8.5 instead, just like what would happen if you had tried to set the value using the mouse.)

So all that's happening here is that kOS is obeying the rules set by Infernal Robotics's decision as to what to allow via the user interface. If Infernal Robotics has decided that users should never be allowed to change the value above 5, then kOS will honor that decision and obey it.

If the makers of IR decide that the limit of 5 is really unnecessary and it should be allowed to be higher, then they can change it by just altering the parameters of the tweakable on that KSPfield, and kOS will automatically follow whatever rules they set.

The number is not embedded that deeply in the code. It's at a pretty high level, at the point in the MuMechToggle part module where you define the user interface KSPFields. I can't read the minds of IR devs and know *why* the limits are what they are, but if you convince them to change the limits, that's where they'd be changed.

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The number is not embedded that deeply in the code. It's at a pretty high level, at the point in the MuMechToggle part module where you define the user interface KSPFields. I can't read the minds of IR devs and know *why* the limits are what they are, but if you convince them to change the limits, that's where they'd be changed.

IIRC the reason for that is because robotics parts are intended to be moved in groups via the Servo Control window, which has no limit on the speed used. Those tweakable sliders are to allow robotics parts within the same group to have different relative speeds for those infrequent situations where that may be required. They're not intended as the primary point of speed control, due to the inaccuracy of setting values with the slider.

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Steven, I support your design decision with KOS approach to KSPFields, that is why I started the discussion here first and not in KOS topic (though I put more details in KOS topic).

It seems I'd have to shelf this project until I come up with a solution.

- - - Updated - - -

IIRC the reason for that is because robotics parts are intended to be moved in groups via the Servo Control window, which has no limit on the speed used. Those tweakable sliders are to allow robotics parts within the same group to have different relative speeds for those infrequent situations where that may be required. They're not intended as the primary point of speed control, due to the inaccuracy of setting values with the slider.

But I cannot find a way to access the speed control in servo groups via KOS, or am I missing something?

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I've already tried putting struts In every possible configuration, but still, no dice. Maybe quantum struts will be different

EDIT:

Apparently, the reaction wheel was the culprit, I tried switching out the reaction wheel for a probe core and it worked :cool:

uYffOiq.png

Edited by peachoftree
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Steven, I support your design decision with KOS approach to KSPFields, that is why I started the discussion here first and not in KOS topic (though I put more details in KOS topic).

It seems I'd have to shelf this project until I come up with a solution.

- - - Updated - - -

But I cannot find a way to access the speed control in servo groups via KOS, or am I missing something?

I didn't read far enough ahead to see if the speed control via kOS question has been answered. It ca be done. Read about part modules in the kOS documentation.

As for speed. If you stay rotations you add speed for each one.

So if a rotor speed limit is 5, two stacked is 10, 3 stacked is 15 etc.

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I didn't read far enough ahead to see if the speed control via kOS question has been answered. It ca be done. Read about part modules in the kOS documentation.

As for speed. If you stay rotations you add speed for each one.

So if a rotor speed limit is 5, two stacked is 10, 3 stacked is 15 etc.

So you're telling me I can access numbers in IR servo group editor (the one you open by clicking IR icon)? Anyway, i figured out that I dont actually need that much rotation speed for my project, just some better programming.

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Known problem with tweakscale. Latest tweakscale produce some unexpected behaviours where you least expect. I don't even recall what was latest stable version of tweakscale mod 1.45 or 1.48 or something between.

Unfortunately tweakscale developer have no free time to update mod soon, so we have to find other ways to use IR parts. Write you own cfg for missing resized parts for example. Someone posted here how you can do it not so long time ago.

Most probably i will also do it for my own game as soon as I start to rebuild my crafts that uses IR parts.

I have this exact problem, but is there no way to fix it? Even manually? I don't quite understand what you mean by writing a cfg, since the parts are not actually missing or gone from the craft, but just displaced and sometimes floating in a weird way.

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I mean instead of scaled version of IR part you need to write config file for each sized parts. For example default part is 1.25 size, with tweakscale you were able to scale it down to 0.625 or scale up to 2.5m

Without tweakscale you need to write separate config for 0.625 and 2.5m parts. When you start game you will have 3 parts in editor instead just one that you were able to scale up or down. That could eat up some memory, but I don't think that it will be too much.

Already launched crafts will still look odd if you have launched them when you were using tweakscale.

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I'm trying to use IR on a deep space probe that I'm going to send to Eve. I'm also using Remote Tech, so its got a few long range antennas on it. I'm using 3 gantry rails to extend a girder segment out beyond the edge of the probe. Once that is done, the 88-88 antenna's extend and link up with the satellites I've got in orbit around Kerbin. In the VAB, everything works as intended:

screenshot17_zpsucxhmu6i.png

On the launch pad though, things are kinda fubared:

screenshot18_zpscgspyqui.png

Gantry #1 extends as it should, but gantry #2 & #3 extend backwards. Anyone know why this is happening and how to fix it?

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