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


ZodiusInfuser

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ZIW (or who ever is providing support for this mod)

It looks like you have some borked *.cfg files. The parts are not showing up in the builder because the category is wrong. Here is what I found.

...

// --- Editor Parameters ---

TechRequired = advMetalworks

entryCost = 7800

cost = 250

category = none

subcategory = 0

title = Extendatron - Basic

manufacturer = Magic Smoke Industries

description = WIP Robotics Part

...

The category can no longer be none, you must supply one. Here is an example...

...

// --- Editor Parameters ---

TechRequired = advMetalworks

entryCost = 7800

cost = 250

category = Utility

subcategory = 0

title = Extendatron - Basic

manufacturer = Magic Smoke Industries

description = WIP Robotics Part

...

Hopefully this will fix your problem as it did mine.

Edited by krillin678
Possible new info was wrong.
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https://www.dropbox.com/s/k5xsxbiz9ng1jfo/output_log.txt?dl=0

This is my output_log.txt.

I appreciate your help.

can you try removing Filter Extensions and see if it helps?

- - - Updated - - -

ZIW (or who ever is providing support for this mod)

It looks like you have some borked *.cfg files. The parts are not showing up in the builder because the category is wrong. Here is what I found.

...

// --- Editor Parameters ---

TechRequired = advMetalworks

entryCost = 7800

cost = 250

category = none

subcategory = 0

title = Extendatron - Basic

manufacturer = Magic Smoke Industries

description = WIP Robotics Part

...

The category can no longer be none, you must supply one. Here is an example...

This was intended, after we made our custom filter, we decided to hide parts from utility category, to declutter it.

it seems we have some kind of conflict with Filter Extensions though

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While I haven't actually even loaded KSP yet, I feel this is intentional - the robotics parts are only available with the IR parts tab in the editor part list. Keeps them hidden out the way until needed.

Yes, this. As otherwise you end up with the parts appearing in two tabs.

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can you try removing Filter Extensions and see if it helps?

- - - Updated - - -

This was intended, after we made our custom filter, we decided to hide parts from utility category, to declutter it.

it seems we have some kind of conflict with Filter Extensions though

IR isn't alone in this, the Filter Extensions mod also caused the same problem with KIS.

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While those are really nice, DO NOT change the wheels you've modeled!!! :)

I won't don't worry :)

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

New Update out!

Changes:

[LIST]
[*]Added descriptions to all robotics and utility parts
[*]Adjusted preset positions for rotational parts (as in what pre-defined presets they have)
[*]Reduced size of bounding box, increased damage tolerance, and tweaked torque curve of Hauler Movatron (should hopefully handle better with heavier loads now)
[/LIST]

This is a minor update to fix a few things ahead of the upcoming release of the IR plugin, so not essential that you update your current installs (except for maybe the Hauler wheel tweaks).

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How heavy is the example that you showed me? I did some testing and it looks like the threshold of not breaking when you go down a slope is 350 tons. While it'll work with a part load of 350 tons, but if it takes a bump or you brake too hard, it breaks. The suspension will hold

I think you should use Kerbal Foundries system.

Still doing testing atm though.

Edit: They still break a bit much IMO.

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Hey Zodius, replying here since you have your email inbox full;

I wasn't able to investigate Unity package properly. Unity scene import didn't 'catch' imported model from blender, so I had only colliders in the scene (I'm a unity noob so maybe putting model in specific folder first might have helped). Then I can only assume what shaders have you used.

However I was able to reproduce similar 'KVV transparency' bug using KSP/Emissive/Diffuse shader in unity. Using different shader such as KSP/Emissive/Specular or KSP/Diffuse resulted in correct look in KVV.

I hope that helps,

Rio

edit:

Other things, that were differently set in blender, were: transparency turned on in material tab and edge split modifiers (only set not applied). One other thing were textures in png not in mbm. Those things are probably not connected to the KVV transparency issue, however for completeness I mention them here.

I guess it's an unresolved KVV bug so it might be worth to mention it there.

Edited by riocrokite
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Hi everyone,

I seem to have a little problem with the core pack, some of the items, particularity the mechanical parts from the utility tab do not apear in the construction menu although I can see them when I unlock the required science as owned.

Anyone experienced something like this?

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Hi everyone,

I seem to have a little problem with the core pack, some of the items, particularity the mechanical parts from the utility tab do not apear in the construction menu although I can see them when I unlock the required science as owned.

Anyone experienced something like this?

Have you updated your version of Infernal Robotics to the one in this thread? http://forum.kerbalspaceprogram.com/threads/114014-WIP-MSI-s-Infernal-Robotics-Plugin-Rework-%28Updated-05-04-2015%29

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