Jump to content

[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

Recommended Posts

Thanks for the kind word guys. I just updated the plugin. Everything is back in except the custom speed control. Refer to the OP for downloads. There's currently a bug using the Move +, Move Center, and Move - action groups playing sound. Just use the GUI or keybindings via the GUI in the SPH/VAB. (there's an image for those who are not sure what I'm talking about)

Link to comment
Share on other sites

One more problem I've encountered. If I put an arm under tension, it is normal that the joints move to try to react on the tension. and if I get the arm up, it gets back into position.

BUT!!! If I quicksave while the arm is under tension and quickload, If I bring the arm up, you can clearly see that the joints will now assume the tensioned positions as their new original ones.

I've noticed this too when returning to a craft after performing other missions. I guess the same behaviour that affects quicksaves also occurs with the persistence file. In my case the tension was just from gravity so didn't show itself until after several saves had occurred.

Link to comment
Share on other sites

Thanks sirkut, that seems to have fixed the parts floating off on their own! Haven't given it as thorough testing as ouch did but seems like it's working as expected now :)

Thanks for letting me know. I tested it myself replicating what others experienced and didn't see the weird floating portions. So far so good! I did fix the move+,move-, and move 0 bug (not in an update yet). Working on the custom speed text field now. Still not certain if people want this feature or not.

Link to comment
Share on other sites

Thanks for the kind word guys. I just updated the plugin. Everything is back in except the custom speed control. Refer to the OP for downloads. There's currently a bug using the Move +, Move Center, and Move - action groups playing sound. Just use the GUI or keybindings via the GUI in the SPH/VAB. (there's an image for those who are not sure what I'm talking about)

Thanks for the update, will install it and try it out after I have lunch (can't do space travel on an empty stomach) :)

Link to comment
Share on other sites

One more problem I've encountered. If I put an arm under tension, it is normal that the joints move to try to react on the tension. and if I get the arm up, it gets back into position.

BUT!!! If I quicksave while the arm is under tension and quickload, If I bring the arm up, you can clearly see that the joints will now assume the tensioned positions as their new original ones.

Limb before the experiment:

Sle99aV.jpg

Limb under tension, QUICKSAVE! notice the joint between 2 limb parts and the rotahub

1r9MGZn.jpg

QUICKLOAD, Limb brought up, you can see the joints assume new position

plFXngE.jpg

I don't know if this is the plugin problem or is it a normal KSP problem, but I guess it's one of the things you should tell people first "NEVER LEAVE PARTS UNDER TENSION DURING QUICKSAVING!" =)

Yea thats the problem i'm having as well. i'm glad it's not just an isolated incident.

Link to comment
Share on other sites

Yea thats the problem i'm having as well. i'm glad it's not just an isolated incident.

Have you tried it again with the 0.5 release? The weird translation problems with the parts appearing far away after saving and returning to the craft has been resolved.

Link to comment
Share on other sites

Thanks for letting me know. I tested it myself replicating what others experienced and didn't see the weird floating portions. So far so good! I did fix the move+,move-, and move 0 bug (not in an update yet). Working on the custom speed text field now. Still not certain if people want this feature or not.

Well since that sounds like a "what would people like" type of question... ;) If I had my choice, these are the features I'd want:

* Setting the "start" position during assembly (like being able to set a ram half-way in its travel)

* Variable speed settings (would be nice to be able to set these during assembly and have them persist with the craft too)

* Being able to set minimum and maximum travel ranges during assembly

I do like being able to change the speeds, but if I could have setting the start position or having variable speeds, I think I'd pick start positions.

As an example, I'm working on an airplane design that lets it shift the CoM during flight (for payload offset) and it would be great to be able to set the ram to 50% of its travel so that I could build the airplane with a balanced CoM in the editor and still be able to shift the CoM forward or backward during flight.

As-is, there's a lot of guesswork to get positioning right.

Link to comment
Share on other sites

Is there any way (or possible .cfg edit) which would allow a docking washer to be toggled to spin continuously?

Use an action group. When activated this way the part will move it's full limit until the AG key is pressed again. In the case of rotary parts they spin continuously.

Link to comment
Share on other sites

Use an action group. When activated this way the part will move it's full limit until the AG key is pressed again. In the case of rotary parts they spin continuously.

^^^^^ This right here.

Link to comment
Share on other sites

looks good. and I would like to see the return of speed controls. It allows you to fine tune each ship for it's intended purpose regardless of parts.

I'm working on it. I'm having issues with it. I already reworked the UI so you can either retain the original speeds of each component or do a complete override of all of them. There is just a problem with them translating in the wrong direction after a reload.

Link to comment
Share on other sites

Have you tried it again with the 0.5 release? The weird translation problems with the parts appearing far away after saving and returning to the craft has been resolved.

Yea i've got the .5 and the issue still there i havent put a massive amount of wait on the pieces but the more saves/weight the more prominent the tension drift becomes.

Link to comment
Share on other sites

So does this mod fully replace Damned Robotics now? Or there still some parts it doesn't have equivalent of yet?

The only two parts not present yet are the Rotatron (finished but I need approval from Devo) and a Piston (which needs to be skinned). Those will hopefully be ready tomorrow. I had some RL issues that prevented me from finishing them today.

Link to comment
Share on other sites

The only two parts not present yet are the Rotatron (finished but I need approval from Devo) and a Piston (which needs to be skinned). Those will hopefully be ready tomorrow. I had some RL issues that prevented me from finishing them today.

No approval needed, all good to go as far as I can tell Sir.

I also am making some pistons, but a little more unique. I was never content with the toothpicks we were using previously so I am making something more umm industrial..

Link to comment
Share on other sites

oh and one other thing, Devo ..........................................your.......................................awesome............also.............../discussion

thanks, I'm awesome at thumb wars, but that's about it really.

Link to comment
Share on other sites

Guest
This topic is now closed to further replies.
×
×
  • Create New...