Ziw Posted March 23, 2015 Share Posted March 23, 2015 Here's the teaser of new in-flight UI mode Link to comment Share on other sites More sharing options...
stali79 Posted March 23, 2015 Share Posted March 23, 2015 @Ziw: I love it!!!! Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted March 23, 2015 Share Posted March 23, 2015 (edited) Here's the teaser of new in-flight UI modehttp://i.imgur.com/lKMujp4.jpgWas wondering when you'd decide to tease it Preset mode is truly the best thing to come to IR in a long time! Edited March 23, 2015 by ZodiusInfuser Link to comment Share on other sites More sharing options...
sirkut Posted March 23, 2015 Author Share Posted March 23, 2015 Was wondering when you'd decide to tease it Preset mode is truly the best thing to come to IR in a long time!Along with everything else that has been whipped up. Link to comment Share on other sites More sharing options...
pellinor Posted March 23, 2015 Share Posted March 23, 2015 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%29I'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. Link to comment Share on other sites More sharing options...
Darren9 Posted March 23, 2015 Share Posted March 23, 2015 Will there be a keyboard key assignable to next/prev preset buttons in the editor? Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted March 23, 2015 Share Posted March 23, 2015 Will there be a keyboard key assignable to next/prev preset buttons in the editor?Not currently, but there are action groups iirc Link to comment Share on other sites More sharing options...
AccidentalDisassembly Posted March 23, 2015 Share Posted March 23, 2015 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!). Link to comment Share on other sites More sharing options...
The Space Man Posted March 24, 2015 Share Posted March 24, 2015 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? Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted March 24, 2015 Share Posted March 24, 2015 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. Link to comment Share on other sites More sharing options...
Ziw Posted March 24, 2015 Share Posted March 24, 2015 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 Link to comment Share on other sites More sharing options...
allmhuran Posted March 25, 2015 Share Posted March 25, 2015 (edited) 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 March 25, 2015 by allmhuran Link to comment Share on other sites More sharing options...
SHiRKiT Posted March 25, 2015 Share Posted March 25, 2015 (edited) 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 March 25, 2015 by SHiRKiT Youtube update Link to comment Share on other sites More sharing options...
kcs123 Posted March 25, 2015 Share Posted March 25, 2015 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/UD9xiJ1RWvQI 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. Link to comment Share on other sites More sharing options...
SHiRKiT Posted March 26, 2015 Share Posted March 26, 2015 (edited) 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:ActiveTextureManagementAerodynamicModelFARUSI-KarboniteUSI-KarbonitePlusMKSOKSUSI-UKSUSI-ToolsActiveTextureManagement-x86-AggressiveAlternateResourcePanelChattererCoherentContractsCommunityResourcePackCommunityTechTreeConnectedLivingSpaceDockingPortAlignmentIndicatorContractConfigurator-ContractPack-SCANsatContractConfigurator-RemoteTechOrbitalMaterialScienceDeadlyReentryDMagicOrbitalScienceRealChuteEditorExtensionsEnhancedNavBallContractConfiguratorExtraPlanetaryLaunchpads-RegolithAdaptationFerramAerospaceResearchFinalFrontierFirespitterCoreHangarInfernalRoboticsJSIPartUtilitiesKarboniteKarbonitePlusKASKerbalAlarmClockKerbalEngineerReduxKerbalJointReinforcementKSPAPIExtensionsKSP-AVCKSPXMechJeb2MFSModuleManagerModuleRCSFXNehemiahMultiPurposePartsNehemiahScienceCommonTweakScaleProceduralFairingsRCSBuildAidExtraPlanetaryLaunchpadsRegolithRemoteTechSAVESCANsatScienceAlertSolarScienceStationScienceTechManagerToolbarUKSUniversalStorageUSI-EXPUSI-FTTUSI-SRVUSITools Edited March 26, 2015 by SHiRKiT Link to comment Share on other sites More sharing options...
Ziw Posted March 26, 2015 Share Posted March 26, 2015 Getlemen, fasten your seatbelts! http://forum.kerbalspaceprogram.com/threads/114014-WIP-MSI-s-Infernal-Robotics-Plugin-Rework-%28Updated-25-03-2015%29 Link to comment Share on other sites More sharing options...
SHiRKiT Posted March 26, 2015 Share Posted March 26, 2015 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 =\ Link to comment Share on other sites More sharing options...
Ziw Posted March 26, 2015 Share Posted March 26, 2015 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. Link to comment Share on other sites More sharing options...
SHiRKiT Posted March 26, 2015 Share Posted March 26, 2015 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 Link to comment Share on other sites More sharing options...
Moikle Posted March 26, 2015 Share Posted March 26, 2015 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 Link to comment Share on other sites More sharing options...
Ziw Posted March 26, 2015 Share Posted March 26, 2015 (edited) 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 anythingPlease 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 March 26, 2015 by Ziw Link to comment Share on other sites More sharing options...
SHiRKiT Posted March 26, 2015 Share Posted March 26, 2015 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. Link to comment Share on other sites More sharing options...
Ziw Posted March 27, 2015 Share Posted March 27, 2015 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. Link to comment Share on other sites More sharing options...
Entropius Posted March 29, 2015 Share Posted March 29, 2015 Does anyone know why my IR parts suddenly seem to not scale properly? They have just 2 sizes, largest and smallest with nothing in-between. And it appears that I do have the latest versions of IR & Tweakscale.Screenshots:http://i.imgur.com/CNxliO8.jpghttp://i.imgur.com/dnc8xUp.jpg Link to comment Share on other sites More sharing options...
Ziw Posted March 29, 2015 Share Posted March 29, 2015 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 Link to comment Share on other sites More sharing options...
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