Jump to content

[WIP] MSI's Infernal Robotics - Model Rework (v02 Pre-Release Beta)


ZodiusInfuser

Recommended Posts

Rescaling parts doesn't seem to work in .24 64-bit. Not sure if I screwed something up during the installation of my mods, but I thought I'd pop in to say so. The 'tweakables' menu in the VAB appears, but the options for everything but 'coarse speed' and 'fine speed' are gone...as in there's an empty space in the tweakables window.

I do love this mod, though. If I can only use big hinges...well, I'm just gonna have to build bigger landers and solar arrays.

Link to comment
Share on other sites

As of right now these parts crash KSP on load

That's really unusual for a small parts mod. I'll need more information to help troubleshoot. Can you post your output_log.txt (Win) or player.log (Mac/Linux)?

Edited by Master Tao
Link to comment
Share on other sites

Master Tao , MSI changed the dlls today so that might be the problem. I dont keep the log but on the loading screen the game crashed every time it was trying to load the parts. And I am absolutely sure its the new update to MSI

P.S. The parts are spectacular by the way !

Edited by nismobg
Link to comment
Share on other sites

Two things: these are ZodiusInfuser's parts, not mine. I'm just trying to monitor this thread and provide little fixes (like this one) while he's busy.

Just to double check: are you saying that the game crashes if the only mods you have installed are Infernal Robotics 0.18.1, TweakScale 1.27, and these parts? And that it does not crash if you haven't installed these parts?

My best guess is that these parts may have been enough to tip you over the memory limit, but if you can briefly reinstall both, get KSP to crash, I'll take a look through your logs.

Link to comment
Share on other sites

brosef It might have been the patch you released , i think i missed it. On a side note I already pushed my game to 12gigs without any hickups. Currently at 5.4gigs during play so RAM is definitely not the problem. Let me put the patch and try again

Link to comment
Share on other sites

Hi All,

I just want to say:

Apologies for neglecting this mod over the past month or so. Real life robotics work, and other commitments got in the way. On the plus side, I do get to present my research at IROS 2014, so it was time well spent :)

I'm slowly going to be returning to this over the next few weeks, figuring out where I left off and what I still want to achieve. Until I'm back up to full speed, I ask that you be patient. It seems that Master Tao has been going a good job of entertaining the masses, so I'm sure you can survive for a bit longer without me :wink:

Thanks,

-Zodius

Edited by ZodiusInfuser
Link to comment
Share on other sites

As a teaser, here is a new wheel design I've just finished mocking up:

_718e4f2e9ecb4646a4882d30a0a78bbf

(thats a 2.5m tank btw, for size comparison)

This is my take on the wheel used on Self-Propelled Modular Transporters like this:

Produktbild_Neufahrzeuge_01.jpg

The wheel is designed to fit within a 1.25m cylinder, which means its tyre size is just under that of the stock rugged wheel.

You may notice that the top looks a lot like an Rework Rotatron. Well, originally I was going to have it so that you could use rotatrons to turn the wheels, but when testing the athlete wheel a while back I found out this just wasn't precise enough. So, after discussion with lo-fi the idea of creating a crawler plugin emerged, allowing for the wheel angles to be automatically adjusted based on user input.

That's all I have for now. I'll be revisiting the athlete wheel next, when I get time.

Link to comment
Share on other sites

Wow, these robotic parts seems a lot more usefull than infernal robotic, but I always hate the amount of parts that infernal robotics adds in the part selection menu, now they fix that with tweaking. What about this mod? How much parts adds into the menu parts?

I would love to see only usefull parts with tweaking scales in case is not done yet.

Great work.

Link to comment
Share on other sites

They're all pictured in the first post:

  • 18 robotics parts (each tweakable to multiple sizes)
  • 20 structural parts
  • Two strut-decouplers

To get the robotics parts to work with 0.24, you'll need the patch in this post. If it's not working, let me know and I'll try to fix it.

Link to comment
Share on other sites

so this add 60 parts to the menu selection?

That is close to the stock number of parts :(

If we want to add extra mods the game would take several min to load and increase the crash chance due to memory.

----------------------------------

Edit: I read that the scales can be done by tweaking. This is mean less parts in the menu selection and less memory dont you? I would test it... :)

Edited by AngelLestat
Link to comment
Share on other sites

so this add 60 parts to the menu selection?

That is close to the stock number of parts :(

If we want to add extra mods the game would take several min to load and increase the crash chance due to memory.

Zodius did an amazing work with the look. But I wish it would be more compact or deal with the scales just by tweaking.

A, no, it adds 40 and that's with everything - you don't have to install the strut decouplers or structural parts if you don't want to. The robotic parts are one part in the part list and can have the size tweaked in the VAB build area.

B, stock has about 184 parts, so even if Rework had 60 parts, it would still be less than half the number of stock parts.

C, the structural parts share a lot of the same textures to severely reduce memory usage (probably the robotics parts as well, but I'm not sure).

Link to comment
Share on other sites

love the parts, couple of things though...

the Servo config in the VAB could do with being a tad wider just so it doesn't try and scroll sideways (see pic below).

http://i1276.photobucket.com/albums/y480/Kane_Culleton/Untitled2_zpsa5a3539d.jpg

how does one use the "uncontrolled" parts?

Is there a download for the parts shown in this video (my main reason for wanting this mod)

I believe sirkut's planning on making the window user-adjustable, but that will take a full rewrite of the user interface.

As for the uncontrolled parts, they are exactly that: uncontrolled. They're useful for building things like helicopters, rotating spacestations, and trebuchets. Possibly all at once.

The parts in the video are called Foldatrons and ZodiusInfuser is waiting to release them until the wheels that fit with them are sorted out.

I have found the problem and applied a simple fix for the horizontal scaling of the control GUI in my local copy.

4g8OA0L.png

I'm not entirely sure if this thread is the place for this, but are contributions accepted? If so, I can prepare a pull request for sirkut. I don't want to unnecessarily clog the main thread.

Link to comment
Share on other sites

so this add 60 parts to the menu selection?

That is close to the stock number of parts :(

If we want to add extra mods the game would take several min to load and increase the crash chance due to memory.

Not sure where you got 60 from. No, if you install all the packs this adds 40 parts to the game. As ObsessedWithKSP said, this mod is no where near the number of stock parts, and even with all my planned additions in the future, would unlikely exceed 80. If you're concerned with memory usage use the Active Texture Management mod. I have roughtly 600 parts in my install using this, with no stability issues.

...

C, the structural parts share a lot of the same textures to severely reduce memory usage (probably the robotics parts as well, but I'm not sure).

I would like to have the robotics parts share the same texture, but whatever I try causes the IR joint to stop animating :huh:. Never did figure out why.

--------------------------------------------------

I have found the problem and applied a simple fix for the horizontal scaling of the control GUI in my local copy.

http://i.imgur.com/4g8OA0L.png

I'm not entirely sure if this thread is the place for this, but are contributions accepted? If so, I can prepare a pull request for sirkut. I don't want to unnecessarily clog the main thread.

You'd be best to post this in the main thread, since that relates to the plugin. This thread is purely about the modelling side of IR.

Link to comment
Share on other sites

You'd be best to post this in the main thread, since that relates to the plugin. This thread is purely about the modelling side of IR.

Will do, thanks.

In more general terms, and the reason for my attention to the GUI, are contributions welcome on the expansion of some of the parts functionality? I have some ideas that I'm working on, and compliment the work being done here.

Link to comment
Share on other sites

Will do, thanks.

In more general terms, and the reason for my attention to the GUI, are contributions welcome on the expansion of some of the parts functionality? I have some ideas that I'm working on, and compliment the work being done here.

Myself and sirkut are always open to new ideas. If your contribution is code side then I'd suggest popping a message to sirkut. If its model side then there's this tutorial on how to create your own IR parts. If you were thinking something particularly IR Rework themed then I'm a bit more picky as to what ideas I accept, but I'm more than happy to hear them :)

Link to comment
Share on other sites

Myself and sirkut are always open to new ideas. If your contribution is code side then I'd suggest popping a message to sirkut. If its model side then there's this tutorial on how to create your own IR parts. If you were thinking something particularly IR Rework themed then I'm a bit more picky as to what ideas I accept, but I'm more than happy to hear them :)

That's great to hear, and welcome back - if I'm allowed to say that being so new and all.

The ideas I'm working on cross the boundaries of code and modeling, so it's kind of inbetween. I love the rework theme, and believe they should be de facto. However, one part of the idea involves some compound parts to keep the loaded part count down, and the other is the ability to add a servo to more than one control group. Plus something else completely out in space and possibly not doable.

It's all experimental right now, and I have much to learn. Fixing problems is a good way to familiarise myself with how things work of course.

Link to comment
Share on other sites

That's great to hear, and welcome back - if I'm allowed to say that being so new and all.

Thanks. I'm not fully back yet, but have enough free time atm to work on some of the model ideas I've been meaning to do.

The ideas I'm working on cross the boundaries of code and modeling, so it's kind of inbetween. I love the rework theme, and believe they should be de facto. However, one part of the idea involves some compound parts to keep the loaded part count down, and the other is the ability to add a servo to more than one control group. Plus something else completely out in space and possibly not doable.
If you could pull off a compound part that would be amazing! That's not currenly possible with the plugin at the moment, so I've been making models with just a single joint, hence the whole telescopic piston setup.
It's all experimental right now, and I have much to learn. Fixing problems is a good way to familiarise myself with how things work of course.

Most certainly! I wish you luck :)

--------------------------------------------------

Nice wheels, so plane like, looks good and realistic.

Have you any idea for the problem of the height differences when mounting them under the planes?

The height off the ground is 1.325 at full compression and 1.875 at zero compression. I should make it clear that unless these can be made to be tweakscale compatible (so a half scale version can be made), they are not intended as landing gear for aircraft. Instead they are for mobile bases and vessel transporters. Of course, I can't stop people from making a monster 3.75m craft with foldeable landing year made with this :P

Edited by ZodiusInfuser
Link to comment
Share on other sites

And now for something HIGHLY experimental, Omni Wheels!

I'm not even sure if they'd be possible in KSP, but I'm hoping some of lo-fi's repulsor tech will help. They were fun to model at least :P

_9de357c0fb0e467887a121534e88e687

_bddf973652184a0c86ff2e4b062ed72e

If people are not familiar with these, in the real world they allow for movement in any direction by having very low friction in the direction perpendicular to the wheel motion. Here's some videos:

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...