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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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4) This information is somewhere in part.cfg. But if you start using Zodius Rework parts you may notice that they are all synced (he put a lot of effort into it).

6) No, parts have to be designed to be free-moving. If you need more free-moving parts - head to Model Rework thread here http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%28Updated-27-08-2014%29

I'd like to add a few remarks:

As I understand, 6) is not a KSP restriction but just the current state of IR. I don't see much of a problem with toggling that state in the editor instead of the part.cfg. In any case, free-moving joints do not allow limits, so at the moment they only make sense for 360°-rotation pieces.

Also, 4) will not help for your legs because zodius's speeds are normed to the full range of each part. So if you only use part of that range you still need to tweak speeds.

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Was any headway made on the issue with TweakScale where parts can't be scaled up past a certain size (possibly the scaleFactor at which the nodes on a part change to the next one up?), but can be scaled down? Would be great to be able to create massive IR parts (which I do right now via config copying/rescaling, but that's a bummer!).

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Would it be possible to make IR parts support PhysicsSignificance = 1? Parts work in the editor but don't move once you have launched.

I add this to a lot of parts to remove all wobble from them, wouldn't this also work for IR as well and solve the wobbly issue?

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Would it be possible to make IR parts support PhysicsSignificance = 1? Parts work in the editor but don't move once you have launched.

Those two things are not compatable. The former means that the physics engine will ignore the part, so it will have zero mass, which can cause all manner of issues.

The latter on the other hand would involve avoiding the creation of the physics joint between the two halves of the part, which may actually be plausible.

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The latter on the other hand would involve avoiding the creation of the physics joint between the two halves of the part, which may actually be plausible.

It is a good idea for a mod, but there is nothing Robotic in it :)

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Also, 4) zodius's speeds are normed to the full range of each part. So if you only use part of that range you still need to tweak speeds.

Ah, but this still helps, because it means I have a base speed which I can then use to multiply across. Eg, if the "full movement" speed is always the same, and I only travel through,say, 45 degrees of rotation for one full travel of a slider, then I know that the slider speed needs to be 8x the speed of the rotator.

Edited by allmhuran
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Can someone help me with my design. I think I've done something wrong, since when I try to move the hinges, the attached parts will not move and then everything goes crazy.

Edited by SHiRKiT
Youtube update
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Can someone help me with my design. I think I've done something wrong, since when I try to move the hinges, the attached parts will not move and then everything goes crazy.

http://youtu.be/UD9xiJ1RWvQ

I think that is problem with mass of attached parts. It is too heavy for hinge to handle on surface. In space it would not be much of problem.

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I think that is problem with mass of attached parts. It is too heavy for hinge to handle on surface. In space it would not be much of problem.

The exact same thing happened in space. Exactly the same. Maybe it's Kerbal Joint Reinforcement? I got some other mods installed, but none that I can think other than KJR that could mess with IR.

For reference, here's a list of mods I'm using:

ActiveTextureManagementAerodynamicModel

FAR

USI-Karbonite

USI-KarbonitePlus

MKS

OKS

USI-UKS

USI-Tools

ActiveTextureManagement-x86-Aggressive

AlternateResourcePanel

Chatterer

CoherentContracts

CommunityResourcePack

CommunityTechTree

ConnectedLivingSpace

DockingPortAlignmentIndicator

ContractConfigurator-ContractPack-SCANsat

ContractConfigurator-RemoteTech

OrbitalMaterialScience

DeadlyReentry

DMagicOrbitalScience

RealChute

EditorExtensions

EnhancedNavBall

ContractConfigurator

ExtraPlanetaryLaunchpads-RegolithAdaptation

FerramAerospaceResearch

FinalFrontier

FirespitterCore

Hangar

InfernalRobotics

JSIPartUtilities

Karbonite

KarbonitePlus

KAS

KerbalAlarmClock

KerbalEngineerRedux

KerbalJointReinforcement

KSPAPIExtensions

KSP-AVC

KSPX

MechJeb2

MFS

ModuleManager

ModuleRCSFX

NehemiahMultiPurposeParts

NehemiahScienceCommon

TweakScale

ProceduralFairings

RCSBuildAid

ExtraPlanetaryLaunchpads

Regolith

RemoteTech

SAVE

SCANsat

ScienceAlert

SolarScience

StationScience

TechManager

Toolbar

UKS

UniversalStorage

USI-EXP

USI-FTT

USI-SRV

USITools

Edited by SHiRKiT
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I don't understand, is this project dead? And they'll only update the other one? Anyways, I'll try to download the other one to see if it fix my issue, since I can't use IR on my save =\

It is the same project. But we brought in so many changes, that we decided to post a pre-release first.

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It is the same project. But we brought in so many changes, that we decided to post a pre-release first.

Huum I got it. Although I have the exact same issue with that version. Happens the same thing, except this time things are more concise and they don't go exploding and rotating and deforming the spaceship, but it still doesn't work =\

Edit: Take a look at the hinges: They were separated apart from each other. Same thing happened in space. I'm frustrated

hinges.png

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There is an incompatibility with the toolbar plugin, would a compatibility patch be possible?

It prevents you from moving the camera in the VAB and SPH, making it impossible to build anything

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There is an incompatibility with the toolbar plugin, would a compatibility patch be possible?

It prevents you from moving the camera in the VAB and SPH, making it impossible to build anything

Please clarify, are you using the pre-release version of the plugin (from the Addon Development thread)? If yes, can you post a screenshot with a craft open in Editor

- - - Updated - - -

Huum I got it. Although I have the exact same issue with that version. Happens the same thing, except this time things are more concise and they don't go exploding and rotating and deforming the spaceship, but it still doesn't work =\

Can you post a craft file? Or at least a screenshot from VAB

Edited by Ziw
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It's the same craft as the one I showed on the video on the last page. After moving the hinges with the IR menu that happened. Just see video on previous page.

I created something resembling your craft, but did not have any issues. Try re-attaching your Hinges to the craft and re-attaching your sats (or whatever it is) to hinges again or try using Zodius's hinges from Model Rework thread.

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Have you tried pre-release version 0.20 of Infernal Robotics from Addon Development page? When you do, please make clean install and then add parts, to ensure all tweak scale configs are up to date

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