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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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I've found a bug, but not sure if the report goes here or in Devo's Wayland thread. Infernal robotics parts do not work if your craft has the Freelancer command pod in it. The vessel loads fine, and you hear the actuators make noise, but nothing moves.

I connected a bunch of parts and it worked for me (reminds me of a furby..I guess this is a kurby?):

Before

9pmkk364y79g144fg.jpg

After

5c8gqbt3n35tzccfg.jpg

I have something for you to think about Sirkut...

Can you put in sub menus in the UI with the plugin ? If so how does a menu system with a main heading and then when you open it you get the controls sound ?

Think...

Crane [+]

which then becomes

Crane [-]

- Crane Rotate < o >

- Crane Tilt......< o >

- Crane Extend.< o >

... and if thats possible, a nice feature would be

Crane [+] o (the o here would be like pressing o on all the components of the Crane group at the same time (or better still sequentially))

The UI would then look something like...

Crane [+] o

Drill....[+] o

Lifter..[+] o

As always , these are just mere suggestions and ideas , not demands.

I do appreciate your hard work in this mod and really enjoy the freedom these parts add to my designs.

The UI is going to get an overhaul once I move it over to the new module{} style. I can handle the GUI better in that case using TacLib's GUI library. That's certainly a great idea that you have. I'll try to make something like that happen in the future. Not sure when this will occur because I may take a small break and just play the darn game after Parts Pack#2 comes out. :)

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I connected a bunch of parts and it worked for me (reminds me of a furby..I guess this is a kurby?):

Hmmm....I confirmed it by building a test rig that consisted only of the Freelancer command pod, a structural girder, a rail and a piston and a launch clamp. Launched and no worky. Replaced Freelancer with a Command Pod MK1-2, relaunched and it worked fine. I even tried going back to an older InfernalRobotics.dll and had the same symptoms.

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Sirkut i updated the Lander with the smaller rails. now it it can redock and return home with everyone. I wish i had video bc the second set of rails and hinges all work at one time to unfold.

N2KfW3E.jpg

M8G0jJO.jpg

Uw2ZfWg.jpg

The only thing i have problems with is knowing which side attaches to the part and which to the surface. I always guess and then test. is their a marker on the parts im not seeing? About you taking a break, that you really should do. Actually play the game some or just get away from kerball altogether. Dont burn yourself out. You and Devo have helped this community so much already.

Edited by viperwolf
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Sirkut i updated the Lander with the smaller rails. now it it can redock and return home with everyone. I wish i had video bc the second set of rails and hinges all work at one time to unfold.

The only thing i have problems with is knowing which side attaches to the part and which to the surface. I always guess and then test. is their a marker on the parts im not seeing? About you taking a break, that you really should do. Actually play the game some or just get away from kerball altogether. Dont burn yourself out. You and Devo have helped this community so much already.

Impressive use of the parts! The way the parts are created they are essentially 2 parts. Both parts are skinned from the same texture so in order for me to fix it I will have to adjust the texture a little bit. Not a big deal but I will update all the parts I made to denote what moves. Maybe little arrows.

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Also. can you provide a screenshot of the medium hinge issue you mention? I am not seeing the problem.

I remember this one! I had reported it, sorta,

1fxm3b.jpg

That flat hinge on the (viewer's) left side, bending through itself.

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I remember this one! I had reported it, sorta,

That flat hinge on the (viewer's) left side, bending through itself.

That's been around since damned robotics and happens when you use symmetry mode on an robotic part. Only way I suggest avoiding that is not put hinges on in multiples that are opposite of each other because they will travel the same direction.

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Maybe you are imagining things. It doesn't compress further than it should nor extend further than it should. All pistons have the same starting point and have been rescaled on how far they can travel.

I attempted to replicate it deliberately and could not, so I thought I was imagining things. Then I actually caught it when attempting to make a shuttle arm that wouldn't take up more than a quarter of the bay.

485b7Di.jpg

I'm pretty sure this isn't supposed to happen. 0.7, previous version deleted before installation, no other robotics parts or plugins installed except DROMOMAN, and I suspect the interaction with this cube is the bug trigger. Craft file included, contains nothing except IR, DROMOMAN and B9 parts, (edit: oh, and obviously, KAS) or at least should. The offending servo is "elbow extend"

https://dl.dropboxusercontent.com/u/532373/Duran%20arm%20test.zip

P.S. Could we possibly also have rotatrons with two nodes on either end and no side attach? I don't think a new model would be necessary, but I kept looking for something like that when integrating multiple actuators and the only thing I could find were the DROMOMAN, which neither make a sound nor work well aesthetically with the rest of IR.

Edited by Mihara
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I attempted to replicate it deliberately and could not, so I thought I was imagining things. Then I actually caught it when attempting to make a shuttle arm that wouldn't take up more than a quarter of the bay.

I'm pretty sure this isn't supposed to happen. 0.7, previous version deleted before installation, no other robotics parts or plugins installed except DROMOMAN, and I suspect the interaction with this cube is the bug trigger. Craft file included, contains nothing except IR, DROMOMAN and B9 parts, or at least should. The offending servo is "elbow extend"

Did you happen to attach that servo from the moving piston piece instead of the bottom?

Edit: From what I can tell, that looks like it's what happened, unlike the rail, which always has the fixed base attaching towards the root(towards in the tree of parts, not directionally), the piston can be put in 'backwards'.

Edit 2: That said, it's a bug that dates back to original damned robotics, also happens with hinges, and possibly, but much less visibly, rotatrons and washers.

Edited by Reddot99
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Edit: From what I can tell, that looks like it's what happened, unlike the rail, which always has the fixed base attaching towards the root(towards in the tree of parts, not directionally), the piston can be put in 'backwards'.

...well, it either shouldn't be possible or should be documented in the part description, IMHO. :) IIRC, though, Damned Robotics pistons didn't do that sort of thing...

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...well, it either shouldn't be possible or should be documented in the part description, IMHO. :) IIRC, though, Damned Robotics pistons didn't do that sort of thing...

I foresee 'This end up!' scribbled on the part in permanent marker, with a big arrow pointing in the piston's direction.:D

That's been around since damned robotics and happens when you use symmetry mode on an robotic part. Only way I suggest avoiding that is not put hinges on in multiples that are opposite of each other because they will travel the same direction.

Any way to tell if one part is a symmetric clone of another in code?(after starting the flight, I mean) I can think of ways I'd code it in other languages, but I don't know C# or Unity much at all.(A reverse direction/boundaries toggle on the individual part either in actions editor or elsewhere could be a way to do it by hand, if trying to get it to work automatically fails.)

Edited by Reddot99
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I foresee 'This end up!' scribbled on the part in permanent marker, with a big arrow pointing in the piston's direction.:D

...on all parts! :) "Do not turn the other way, the screws come loose!" :)

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...well, it either shouldn't be possible or should be documented in the part description, IMHO. :) IIRC, though, Damned Robotics pistons didn't do that sort of thing...

I created a fork of Damned Robotics because there wasn't a legit version for users to use. I never used it a lot to notice all these standard issues (like the symmetry one until just recently) when using them so you will have to forgive me for not knowing about the issues. One thing to keep in mind is that there wasn't a rescaled version of a piston when Damned Robotics was around.

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I never used it a lot to notice all these standard issues (like the symmetry one until just recently) when using them so you will have to forgive me for not knowing about the issues. One thing to keep in mind is that there wasn't a rescaled version of a piston when Damned Robotics was around.

Please don't feel pressured, I'm considerably newer to the whole robotics business than you are. :)

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Just a heads up guys, I am making an alternative robotic arm, I am not sure if the issues pertain to dromomans parts (which they shouldn't really ) but I was quite a fair way through one, just couldn't decide whether to implement the MSI animator on it or make it an IR powered part, but seeing as I need some serious stability with the arm to lift heavy things it looks like it will be IR powered. The difference being this arm will be constructed of many different parts and all arm lengths are pistons and able to be extended, so the footprint for your folded arm is very small and when you unfold it, it is the monster you hoped it would be.

Ideally any problems that arise with other mods as you can appreciate take longer to ascertain the issue, so for me the fastest way to get a robotic arm working without issues with IR is to make one and test it, so I guess that's what I'll be doing for the new couple hours :)

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Turns out the free-turning docking washer can be used to make some pretty cool vehicles. I present to you... the V-3 Penny-Farthing!

Ub5ZG3s.jpg

It gets up to 43 m/s on Kerbin on a full tank, probably up to 50 m/s near empty.

But it gets better. I thought I'd try it on the water...

dI48hYF.jpg

Holy Moses. It's also a paddle boat.

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Turns out the free-turning docking washer can be used to make some pretty cool vehicles. I present to you... the V-3 Penny-Farthing!

It gets up to 43 m/s on Kerbin on a full tank, probably up to 50 m/s near empty.

But it gets better. I thought I'd try it on the water...

Holy Moses. It's also a paddle boat.

Try it out with the turbojet engines on a quadcoupler, that oughta be even better atmospheric performance

I finally got a new computer (my laptop got fried.. probably by high part count ships in KSP). I've been itching to try the new hinges and what not, and this is the first thing I came up with:

I think you just designed Jeb's favorite new toy... What scares me most is how well that monster works.

Edit: Can you please upload to spaceport/anywhere? I wanna try that, :D

Edited by Reddot99
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Turns out the free-turning docking washer can be used to make some pretty cool vehicles. I present to you... the V-3 Penny-Farthing!...Holy Moses. It's also a paddle boat.

Very cool....

Here's something I've been working on perfecting, the GRR Spire's cargo bay doors.

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Just a heads up guys, I am making an alternative robotic arm, I am not sure if the issues pertain to dromomans parts (which they shouldn't really ) but I was quite a fair way through one, just couldn't decide whether to implement the MSI animator on it or make it an IR powered part, but seeing as I need some serious stability with the arm to lift heavy things it looks like it will be IR powered. The difference being this arm will be constructed of many different parts and all arm lengths are pistons and able to be extended, so the footprint for your folded arm is very small and when you unfold it, it is the monster you hoped it would be.

Ideally any problems that arise with other mods as you can appreciate take longer to ascertain the issue, so for me the fastest way to get a robotic arm working without issues with IR is to make one and test it, so I guess that's what I'll be doing for the new couple hours :)

Another part ill be waiting for. Would love a smaller stronger Arm.

Well either way I appreciate everyone's patience AND the ability to even let me know there is something wrong! :)

Really? I think its the other way around. How about Thank you for YOUR patience. I think this is more appropriate.

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I attempted to replicate it deliberately and could not, so I thought I was imagining things. Then I actually caught it when attempting to make a shuttle arm that wouldn't take up more than a quarter of the bay.

485b7Di.jpg

I'm pretty sure this isn't supposed to happen. 0.7, previous version deleted before installation, no other robotics parts or plugins installed except DROMOMAN, and I suspect the interaction with this cube is the bug trigger. Craft file included, contains nothing except IR, DROMOMAN and B9 parts, (edit: oh, and obviously, KAS) or at least should. The offending servo is "elbow extend"

https://dl.dropboxusercontent.com/u/532373/Duran%20arm%20test.zip

P.S. Could we possibly also have rotatrons with two nodes on either end and no side attach? I don't think a new model would be necessary, but I kept looking for something like that when integrating multiple actuators and the only thing I could find were the DROMOMAN, which neither make a sound nor work well aesthetically with the rest of IR.

I was able to replicate your issue with the arm. Very strange. I'm not sure how to rectify it other than suggesting on flipping that piston in the opposite direction. Then it will function correctly.

I can add a bottom node connector to the rotatron. I will keep surface attach however.

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