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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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@sirkut, I accidentally started modifying your code. Added a invert checkbox, going to look at min/max close/open values next. Here's a demo of what I'm up to so far. I'll share my source once I'm happy with it.

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Great work mrblaq. This will be nice to have. I was worried people would fuss about the real estate for the window plus will work until I finish this rewrite. I'm hoping I could expose tweakables for the limits.

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I'm doing my best to make sure these new variables will gracefully work with parts from your last published version.

Testing continues. I don't have limits for translational items yet.

edit: and honestly, I don't want to fork this into the public. sirkut, I'd rather give the source to you for your review and possible release.

Edited by mrBlaQ
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sirkut, something I won't implement but might be a good idea: require more electrical power for faster motion.

Electrical is certain,y something I have on my list to implement and the idea was to. Scale it according to the configured speed.

As for the source that's perfectly fine. Just send me a PM and I'll go through some testing and send it to Zodius and possibly a few others to test before release. With this extra features with the redux of the parts this plugin will end up being real nice. In advance I applaud you for contributing. I'll pm you when I get a stable version of my rewrite to play with including the source.

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Nice stuff with the invert and the limits! That would make 'one button' unfolding mechanisms much easier to do.

I'd still prefer the collapse button on the windows instead of using the toolbar.

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Great work! I presume the limits are capped so they can't be set larger than those in the cfg? Also, how about a centre-point angle? In fact (and I think others have mentioned this before) I think it would be really useful if angle adjustments could be made in the editor (via tweakables?) so that you could switch between a retracted and deployed state before launch. Perhaps a speed scaler per part would be good too, so you can have all hinges arrive at their limit at the same time.

I believe Sirkut started on kOS integration a long time ago. Not sure where he got to with that...

Also, Sirkut, on a more technical standpoint, it would be quite nice if there was the ability to set the position of the ConfigurableJoint in cfg (rather than assuming it's at the origin).

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I did start kOS integration and it worked for the most part except I had weird issue where any group after the first in the array wouldn't respond.

Setting the configurable joint anywhere? Never thought of that. Is that so you don't have to worry about modeling it respect to the origin?

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Setting the configurable joint anywhere? Never thought of that. Is that so you don't have to worry about modeling it respect to the origin?

Modelling isn't an issue. The problem is that I want the rotation/grab origin of the parts to match up with the base attachment node, and I can't do that whilst the configurable joint needs to be at the origin. It mainly affects how the parts react when you rotate them in the editor, and also how the < and > buttons in the IR UI respond.

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Okay there has to be some kind of god damn trick that I am not aware of because I have been here for a full 3 F'ing hours trying to get the third piston to snap into place. WTF! Is there some way to line these damn things up? The F'ing thing snaps to everything but what I want it too! I am ready to take a god damn hammer to the computer! Two hours to make a three cylinder piston for the love of god there has to be something I am missing because this sucks ass!

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Okay there has to be some kind of god damn trick that I am not aware of because I have been here for a full 3 F'ing hours trying to get the third piston to snap into place. WTF! Is there some way to line these damn things up? The F'ing thing snaps to everything but what I want it too! I am ready to take a god damn hammer to the computer! Two hours to make a three cylinder piston for the love of god there has to be something I am missing because this sucks ass!

Try enabling clipping... And take a deep breath.

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Sorry to rant and this is not any kind of slam against the plugin. I love it! But the VAB has a lot of issues like this and it becomes really frustrating because you start clicking wildly and then I have screwed up hours of work because I will get frustrated when parts will not snap into place or worse yet you put something is a spot that you cannot get it out of and have to destroy an entire model to get to it! One starts to go insane!

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I found it easiest to stick the 'B' midsize piece onto something random with good access, clip the smallest 'C' piece into it out in the open, then pick up the combined B+C and snap the combo onto the largest 'A' piston, but YMMV. Good luck!

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Okay there has to be some kind of god damn trick that I am not aware of because I have been here for a full 3 F'ing hours trying to get the third piston to snap into place. WTF! Is there some way to line these damn things up? The F'ing thing snaps to everything but what I want it too! I am ready to take a god damn hammer to the computer! Two hours to make a three cylinder piston for the love of god there has to be something I am missing because this sucks ass!

I said earlier, look up the thread a ways. There's a subassembly posted with all 9 sizes of those pistons stacked. Stick it somewhere on your ship, remove the smaller pieces you don't want and dump them back in the bin. Remove the stack of sizes you do want, then grab the larger ones and toss back in the bin.

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Hi

Guys am i missing something or is it possible at all to move and simulate parts in assembling time? because if it's possible, it would make designing stuff much easier.

also can i request a new part? u see, i was trying to put 3 satelites with huge dishes in orbit with only one launch, i used gantries but the problem was that they move around so much that they cause problem, so i tried struts and i'm sure you all can guess how did it end?

so i want to ask for a new part, something like struts to keep large parts connected together but brake when you start moving the IR stuff around.or it's acceptable if it gives you a gui option for breaking it's connection.

thanks

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also, something interesting, i know that you said it's a known bug but it's funny, when you add toggle gui to a custom set, then the IR button in the fly window works, but when there is no custom shortkey for toggle, it says no target and won't work, are you checking got that option in code or is it some how conflicting with tool bar mod? I use the latest version of tool bar mod by the way

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Hi

Guys am i missing something or is it possible at all to move and simulate parts in assembling time? because if it's possible, it would make designing stuff much easier.

also can i request a new part? u see, i was trying to put 3 satelites with huge dishes in orbit with only one launch, i used gantries but the problem was that they move around so much that they cause problem, so i tried struts and i'm sure you all can guess how did it end?

so i want to ask for a new part, something like struts to keep large parts connected together but brake when you start moving the IR stuff around.or it's acceptable if it gives you a gui option for breaking it's connection.

thanks

Perhaps you should look into the Quantum Struts mod. I know Scott Manley used these in the past to overcome this exact issue back in the Damned Robotics days. Not sure if it's compatable with the latest build though.

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