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


ZodiusInfuser

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The 'angle resetting when you move them elsewhere' problem also happens with the pivot joints and probably affects all robotics parts.

From what's been explained to me from the plugin guys this is a limitation of the mod that may not be solvable, so yes it should affect all robotics parts.

I might be willing to help out with the part descriptions if I have the time.

Thanks that would be very much appreciated. Even just starting points I can then fill out with important behaviour details would be good.

Just a question: I brought up using FireSpitter's MeshSwitching functionality earlier. I know you had no interest in the thought I had at the time (2 completely different sets of parts for different uses), but would it be possible to use the mesh switch to control how a part is oriented for mounting (normal versus reverse mounting)? I'm looking at some parts and comparing normal and reverse mount versions. They look essentially identical save for the lights used to tell us the type of mounting. I don't know how the plug-in works, so I have no clue if this would be even possible. I just know several big mods using FSMeshSwitch to cut down on part count via tweakables.

From what I understand of FSMeshSwitch, it just switches the mesh of a part. For it to be usable to remove the variants it would need to be able to switch multiple meshes at the same time (not sure if it can) and more importantly change the position of attachment nodes and where surface attachment applies from. The former would probably be easy for FS to implement, but I have no idea about the latter, especially if the part is already surface attached (where do you reposition it to?). Its certainly a nice idea, and maybe one day it can be done but for now variants is the best way to handle this.

This sounds like a workaround to something that we haven't even tried to fix in the first place. So if you have a part that would need an unreasonable mass to allow good connections I'll find some time to look at how these connections can be tweaked.

I've been going on the info sirkut gave me a while ago which was that there's hardly any options to tweak the strength of the joint between the IR parts. Even if that could be improved it may actually be the joints between adjacent parts that are the cause of excessive wobble (the ones KSP creates) and they may not be fixable without KJR.

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Is there a config file where I can disable the "click" audio and HUD text when the ActiveStrut part connects in game? I didn't see such a configuration it in the old active struts main thread.

I really want to hide these away as they're only being used to reinforce wobbly connections, no need to intrude on the user.

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The part descriptions for the structural pieces seem light with clear functional descriptions. Is that what you're want for the new parts?

From his initial request, I took it as writing part description in a stock-a-like fashion. i.e. Functional, practical, with some Kerbal quirkiness.

Speaking of which, Zodius, how do you want us to submit descriptions?

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Is there a config file where I can disable the "click" audio and HUD text when the ActiveStrut part connects in game? I didn't see such a configuration it in the old active struts main thread.
There currently isn't. I've made a note of it for when ActiveStruts supports resumes though.

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The part descriptions for the structural pieces seem light with clear functional descriptions. Is that what you're want for the new parts?

In a way yes. Those are quite basic though (because how much can you really say about structural parts?).

From his initial request, I took it as writing part description in a stock-a-like fashion. i.e. Functional, practical, with some Kerbal quirkiness.

Essentially, yes. I just can't think of enough varied ways at the moment to do that. Things along the line of these (with a bit more quirkiness possibly):

Introducing the RoboStrut, a specialised strut for holding parts of a spacecraft together. Made in collaboration with Kerlington Model Rockets and Paper Products Inc, this strut includes clever computation & control circuitry (C4) that allows it to decouple its two ends on-demand, making it ideal for holding robotic parts in place during launch. This is the larger Pro version.

Problems making RoboTruss and RoboTube products fit together nicely? Well no more with MSI's new RoboDapters! This adapter bridges from 0.625m parts to the RoboTruss Pro's octagonal profile.

Speaking of which, Zodius, how do you want us to submit descriptions?

You can either send me a PM or add a comment onto this Github issue, or post here when my inbox inevitably gets filled up again :P

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Introducing the RoboStrut, a specialised strut for holding parts of a spacecraft together. Made in collaboration with Kerlington Model Rockets and Paper Products Inc, this strut includes clever computation & control circuitry (C4) that allows it to decouple its two ends on-demand, making it ideal for holding robotic parts in place during launch. This is the larger Pro version.

I kind of like that one actually, the C4 bit (as in C4 the explosive) gave me a bit of a chuckle, sounded like it was made of the explosive or something, heh.

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I've got a question about the RoboStrut grappler. It says there's 3 connection types: Grappler-to-anywhere, grappler-to-target, grappler-to-grappler. It then says each type has a different strength….yet doesn't specify what the strength of each type is. Which one is strongest? Which is weakest?

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I've got a question about the RoboStrut grappler. It says there's 3 connection types: Grappler-to-anywhere, grappler-to-target, grappler-to-grappler. It then says each type has a different strength….yet doesn't specify what the strength of each type is. Which one is strongest? Which is weakest?
They increase in the order you have them, there's options to change all of them to each strength in the config IIRC. I think the last one is equivalent to a Quantum strut.
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I kind of like that one actually, the C4 bit (as in C4 the explosive) gave me a bit of a chuckle, sounded like it was made of the explosive or something, heh.

That was the idea, as when the part separates you hear an explosion sound :P

I'll be looking at writing the technical bits of the descriptions over the next few days, but could do with community suggestions for the starting bits. There's only so many times I can use "Introducing...", which is all my mind seems to be able to come up with. I'm not after unique descriptions for each part, but rather the various ranges i.e pivotrons, rotatrons, extendatrons, foldatrons. Some parts like the wheels and utilities could probably do with their own though.

Edited by ZodiusInfuser
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Hi ! To chime in, as i was browsing through ZI rework parts i noticed that some of them are missing. I have previous expirience with finding on purpose hidden parts (obsolete, authors used MM to hide them) using filters.

That way i found those missing parts (i used tech level filter). I tried to look through cfgs to see if any are (un)intentionally hidden but everything seems OK. I'm playing in sandbox so all parts should be visible.

Tome make things worse, similar problem appears with other part packs.

Does anyone know of this bug and maybe a solution ? Question may seem OT but it covers this part pack as well.

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Hi ! To chime in, as i was browsing through ZI rework parts i noticed that some of them are missing. I have previous expirience with finding on purpose hidden parts (obsolete, authors used MM to hide them) using filters.

That way i found those missing parts (i used tech level filter). I tried to look through cfgs to see if any are (un)intentionally hidden but everything seems OK. I'm playing in sandbox so all parts should be visible.

Tome make things worse, similar problem appears with other part packs.

Does anyone know of this bug and maybe a solution ? Question may seem OT but it covers this part pack as well.

If you read through last few pages, you'll see that some parts were removed on purpose.

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Ok i'll try to find out about it.

In the meanwhile, please look if any of these should be hidden. Using tech level filters, sandbox mode.

Tier 6 :

Hinge Pivotron - Basic

Joint Pivotron - Basic

Joint Pivotron - Basic

Rotratron - Basic

Rotatron - Right-Angle

Rotatron - Right-Angle (Rev. Mount)

Tier 7 :

Extendraton - Basic

Extendatron - Right-Angle

Extendatron - Stackable

Foldatron - Basic

Foldatron - Basic (Rev. Mount)

Foldatron - Hinge

Hinge Pivotron - Flat

Joint Pivotron - Narrow Angle

Joint Pivotron - Uncontrolled

Joint Pivotron - Uncontrolled (Rev.Mount)

Joint Pivotron - Wide Angle

Movatron - Athlete

Movatron - Curiosity

Movatron - Hauler

Movatron - Spirit

Rotatron - Off-Axis

Rotatron - Uncontrolled

Tier 8 :

Adaptron - Basic (120 Degrees)

Adaptron - Offset (120 Degrees)

Foldatron - Extended

Foldatron - Extended (Rev. Mount)

Foldatron - Inset

Foldatron - Inset (End)

Foldatron - Inset (Twist)

Foldatron - Mini

Foldatron - Mini (Rev. Mount)

Foldatron - Offset

Foldatron - Offset Mini

I have browsed through part catalog using default filter by function and then categories Structural and Utility, none of the above parts showed up.

When i place parts on vessel in editor, they are working properly. I have found an old 0.24 post with similar problem Missing stock parts. They mention Cool Rockets mod that caused this. Since we are at 0.90 this may no longer apply, i tried myself to look if there was such a mod in my GameData and found nothing.

Will be back with more info when i try to narrow down what mod may have caused this.

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Uh...Is there an installation guidance?

I simply merged the MagicSmokeIndustries with the existing one, but most of the new parts didn't show up.

The only parts that showed up are the structural parts, the KAS parts and the Robostrut parts.

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Uh...Is there an installation guidance?

I simply merged the MagicSmokeIndustries with the existing one, but most of the new parts didn't show up.

The only parts that showed up are the structural parts, the KAS parts and the Robostrut parts.

See my previous answer please, or just use the link from my signature.

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See my previous answer please, or just use the link from my signature.

I also tried to merge the Model Rework's MagicSmokeIndustries folder with your Plugin Rework's MagicSmokeIndustries folder, but neither did that work.

The result was same, only the structural parts, the KAS parts and the Robostrut parts showed up.

Does it have something to do with filter extensions? I had that installed.

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I also tried to merge the Model Rework's MagicSmokeIndustries folder with your Plugin Rework's MagicSmokeIndustries folder, but neither did that work.

The result was same, only the structural parts, the KAS parts and the Robostrut parts showed up.

Does it have something to do with filter extensions? I had that installed.

It is possible. Can you post your logs, so I can look at it? Also try making a clean install of plugin rework and then add Zodius parts.

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It is possible. Can you post your logs, so I can look at it? Also try making a clean install of plugin rework and then add Zodius parts.

Plugin Rework went fine with the legacy parts, but after adding the Zodius parts, they still didn't show up.

Which file do you mean by "log"?

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Plugin Rework went fine with the legacy parts, but after adding the Zodius parts, they still didn't show up.

Which file do you mean by "log"?

if you are on Windows, then it is KSP_Data/output_log.txt in in your KSP folder

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