Galane Posted April 14, 2014 Share Posted April 14, 2014 But...if it works......and works with existing saves. Fortunately I only have one craft out with IR parts. Will have to undock and dispose of it (so the tanker it's docked to won't also get deleted) prior to going to .23.5 if it won't be compatible with the updated IR. Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 14, 2014 Share Posted April 14, 2014 I'm pretty lucky in that regard. I just fired-up a new game for 23.5 so I've got none of those issues. (Typically I just play on the same version for a while and then start a new game anyway just to avoid these issues.) Link to comment Share on other sites More sharing options...
Deceptus Posted April 14, 2014 Share Posted April 14, 2014 I'm pretty lucky in that regard. I just fired-up a new game for 23.5 so I've got none of those issues. (Typically I just play on the same version for a while and then start a new game anyway just to avoid these issues.)I'm going through and editing all the parts I use on a regular basis, and the rest, oh well. If I put it on and it doesn't work right, I can always edit it fixed. Those less savvy may need someone to do it for them, however. Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 14, 2014 Share Posted April 14, 2014 Those less savvy should wait until an official release. I'm going to try to fiddle with this in my test install. Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 14, 2014 Share Posted April 14, 2014 Apparently I myself am one of those less savvy people. Editing the configs to fix the rotation and translation axis is easy. Fixing the odd translation of the moving parts that happens as soon as physics starts...yeah I'm lost. Link to comment Share on other sites More sharing options...
sirkut Posted April 14, 2014 Author Share Posted April 14, 2014 If the update works, I won't be able to look at it until tomorrow, I'll be releasing an update without having to change the "stock" IR parts CFGs. Link to comment Share on other sites More sharing options...
Deceptus Posted April 14, 2014 Share Posted April 14, 2014 Awesome, sirkut. Can't wait. Phoenix, can you give an example to clarify? If it is what I think it is, it may not just be a positional (x, y, z) change but a value (+/-) change as well. Link to comment Share on other sites More sharing options...
JawaSP Posted April 14, 2014 Share Posted April 14, 2014 Ohh... Man, I can't wait until this gets updated! Keep up the good work sirkut! Take your time Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 14, 2014 Share Posted April 14, 2014 Instead of explaining, I'll do one better. Pictures! Not all the parts have problems like this. From what I can tell the telescopic pistons don't but the attachment nodes look wrong to me (keep in mind that I've not used robotics since...erm...at least v0.19 or v0.20 of KSP, can't recall):Here's what the adjustable rail looks like in the VAB:And here's what it looks like after physics starts. You can see the rail moved (why doesn't this thing have attachement nodes anyway?):Other parts that do this (or something like it) include the closed and open powered hinges, the motor intended for VTOL engines and both washers. All of this is happening with omghull's version. Link to comment Share on other sites More sharing options...
loppnessmonsta Posted April 14, 2014 Share Posted April 14, 2014 it doesn't have nodes because that's not what it's for. it's surface attachable, so you put radial stuff on it. i was just getting used to the parts myself when 23.5 hit so im not sure, but i think the gantry rail does the same thing but has nodes. Link to comment Share on other sites More sharing options...
Kerbonautical Posted April 14, 2014 Share Posted April 14, 2014 So I'm a little confused, it's working now? Or it's working but needs lots of fiddling to get going?I can edit a .cfg but I generally don't know what I'm doing unless it's clearly labelled, so could I get this going? Link to comment Share on other sites More sharing options...
sirkut Posted April 14, 2014 Author Share Posted April 14, 2014 So I'm a little confused, it's working now? Or it's working but needs lots of fiddling to get going?I can edit a .cfg but I generally don't know what I'm doing unless it's clearly labelled, so could I get this going?No it's still not working. Some things still need to be done. Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 14, 2014 Share Posted April 14, 2014 I dunno. Try it with omghull's fixes. Maybe the odd behaviour when physics starts is on my end for some reason. I doubt it, as I took those in a vanilla test copy of KSP, but it's possible.Loppnessmosnta: That'd explain it. I got confused by the circular nobby bit at one end of the model. It looks to me like that's where it should attach. Link to comment Share on other sites More sharing options...
Deceptus Posted April 14, 2014 Share Posted April 14, 2014 I dunno. Try it with omghull's fixes. Maybe the odd behaviour when physics starts is on my end for some reason. I doubt it, as I took those in a vanilla test copy of KSP, but it's possible.Loppnessmosnta: That'd explain it. I got confused by the circular nobby bit at one end of the model. It looks to me like that's where it should attach.It's not just on your end. I noticed last night it did it on several things, like the hinges falling apart, et cetera. I think it is a matter of placement position, but I could be wrong. As far as nodes are concerned, yes, the nodes look off on the pistons, and I was wondering the same last night after looking at them. I haven't used this mod in a while (when KSP first hit early release) so my memory is a bit hazy on what it looked like then. Link to comment Share on other sites More sharing options...
sirkut Posted April 14, 2014 Author Share Posted April 14, 2014 The telescoping pistons are supposed to have their attach nodes embedded. when you get to the smaller sizes you may have to enable parts clipping to stack them. It's to make them look flush when they are together. Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 14, 2014 Share Posted April 14, 2014 It's not just on your end. I noticed last night it did it on several things, like the hinges falling apart, et cetera. I think it is a matter of placement position, but I could be wrong. As far as nodes are concerned, yes, the nodes look off on the pistons, and I was wondering the same last night after looking at them. I haven't used this mod in a while (when KSP first hit early release) so my memory is a bit hazy on what it looked like then.That's not something that can be fixed with a cfg tweaking, is it... The telescoping pistons are supposed to have their attach nodes embedded. when you get to the smaller sizes you may have to enable parts clipping to stack them. It's to make them look flush when they are together.Well that explains it. I was trying to stack them without part clipping. Silly me. Link to comment Share on other sites More sharing options...
loppnessmonsta Posted April 14, 2014 Share Posted April 14, 2014 idk i made a stack of pistons w/o part clipping. it's not always necessary. you have to get the nodes just right, though. each piston should extend a new node a bit out from the ship. it's kinda tricky; once i had it built, i turned it into a sub-assembly. but then i forgot to rescue my ships and assemblies when i made a new save Link to comment Share on other sites More sharing options...
MartGonzo Posted April 14, 2014 Share Posted April 14, 2014 The best way to get those pistons working without turning on part clipping is to place the middle sized one somewhere on your craft, then clip the smallest piston into it, it can be a bit tricky, sometimes you need to move it away and then back into place a few times until it turns green.Then place the largest piston, select the connected middle and small pistons and use the same process to attach them to the largest piston, then you can save them as a subassembly. Link to comment Share on other sites More sharing options...
sirkut Posted April 14, 2014 Author Share Posted April 14, 2014 Small update. I'm really close to getting it to work correctly. Some of the translations are a little screwy for parts that don't rotate and I almost have all the rotational parts moving correctly. There's some issues with certain attachment methods (surface versus node OR part vs pod connection). Link to comment Share on other sites More sharing options...
Prowler_x1 Posted April 14, 2014 Share Posted April 14, 2014 Small update. I'm really close to getting it to work correctly. Some of the translations are a little screwy for parts that don't rotate and I almost have all the rotational parts moving correctly. There's some issues with certain attachment methods (surface versus node OR part vs pod connection).If you need manual labor all you have to do is ask. Willing to help if you instruct the procedure. Link to comment Share on other sites More sharing options...
Deceptus Posted April 15, 2014 Share Posted April 15, 2014 If you need manual labor all you have to do is ask. Willing to help if you instruct the procedure.I'm certainly down to lend a hand as well, if need be. Link to comment Share on other sites More sharing options...
sirkut Posted April 15, 2014 Author Share Posted April 15, 2014 When I have what I think is a fully working version I'll PM a few people and get them to test it out. Prowler_x1 & Deceptus. You are on that list. Link to comment Share on other sites More sharing options...
waldo155 Posted April 15, 2014 Share Posted April 15, 2014 I would like to help out as well. Link to comment Share on other sites More sharing options...
phoenix_ca Posted April 15, 2014 Share Posted April 15, 2014 Count me in too. Would be glad to help test. Link to comment Share on other sites More sharing options...
MrWizerd Posted April 15, 2014 Share Posted April 15, 2014 I will be able to give it a full work over as well, I spend the better part of my day playing KSP ... Also, I looked for that donate button you mentioned putting up, but I have not found it, if you pm me your email, I can send you beer/energydrink/taco hell money, it may not be much but it is surely a token of my appreciation. Link to comment Share on other sites More sharing options...
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