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[WIP] ActiveStruts Dev Thread [updated 10.10.2014]


marce

What type of joints do you prefer?  

7 members have voted

  1. 1. What type of joints do you prefer?

    • all should be AttachJoints
      18
    • all should be ConfigJoints
      5
    • keep it as it is now (user's choice)
      66


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Broken on purpose because I'm kicking around files and restructure the mod (please note that this is not yet released!).

You can try this download for 0.24.2 but I won't support it any more (and this download link will be pulled after release as well).

You got the rotational issue fixed? I'm going to have to see what was the solution! :)

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Broken on purpose because I'm kicking around files and restructure the mod (please note that this is not yet released!).

You can try this download for 0.24.2 but I won't support it any more (and this download link will be pulled after release as well).

Thanks :) Got it set up, and the rocket loads in 20 seconds instead of 10 minutes in the VAB using these parts, but when I go to launch I get an error that I don't have the AS Target Cubes parts. Doublechecked the tech tree - no unlocked nodes with locked parts. I wonder if it's because I have the Interstellar Lite tech tree...

I must have spent six hours building this rover, and I'm beginning to think I'll never get to launch it :(

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Thanks :) Got it set up, and the rocket loads in 20 seconds instead of 10 minutes in the VAB using these parts, but when I go to launch I get an error that I don't have the AS Target Cubes parts. Doublechecked the tech tree - no unlocked nodes with locked parts. I wonder if it's because I have the Interstellar Lite tech tree...

I must have spent six hours building this rover, and I'm beginning to think I'll never get to launch it :(

Do you have the "Target Cube" part in the AS folder? It has category -1 so you don't see it in the part list in the editor and it also doesn't have a science definition to hide it from the tech tree, but KSP should lot it (like a legacy part) just fine.

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Do you have the "Target Cube" part in the AS folder? It has category -1 so you don't see it in the part list in the editor and it also doesn't have a science definition to hide it from the tech tree, but KSP should lot it (like a legacy part) just fine.

Yep, it's in there. KSP\GameData\ActiveStruts\Parts\TargetCube contains MarceCube.tga, model.mu and part.cfg. The little pink cubes showed up when I was linking up the grapplers, the game just doesn't think I have them unlocked.

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Yep, it's in there. KSP\GameData\ActiveStruts\Parts\TargetCube contains MarceCube.tga, model.mu and part.cfg. The little pink cubes showed up when I was linking up the grapplers, the game just doesn't think I have them unlocked.

Add/uncomment this in the cfg:

TechRequired = start

entryCost = 0

It will appear in the start node of the tech tree, sorry, no idea how to hide it.

You may have to click on purchase (for 0 funds) as well before it works.

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Add/uncomment this in the cfg:

TechRequired = start

entryCost = 0

That worked! Got it to the launchpad! But then it froze up again, with KSP.exe churning a constant 25% of my CPU (that's presumably maxing out one core). There's a message on the screen saying "[ActiveStruts] waiting for Unity to catch up..." It did this for about ten minutes last time before I killed it, this time I'll give it a bit more time to see if anything happens.

It looks like the same problem I had with the IR Rework Robostruts, except it DIDN'T take ages to load in the VAB this time.

I really appreciate the help, but I'm despairing of ever getting this thing off the ground :( Maybe I'll have to just upgrade KSP to 0.25 and build it again from scratch. At least now that I've got the design, I should be able to reconstruct it without too much trouble.

EDIT: Nope. Left it for an hour, no change. :(

Edited by Maelin
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That worked! Got it to the launchpad! But then it froze up again, with KSP.exe churning a constant 25% of my CPU (that's presumably maxing out one core). There's a message on the screen saying "[ActiveStruts] waiting for Unity to catch up..." It did this for about ten minutes last time before I killed it, this time I'll give it a bit more time to see if anything happens.

It looks like the same problem I had with the IR Rework Robostruts, except it DIDN'T take ages to load in the VAB this time.

I really appreciate the help, but I'm despairing of ever getting this thing off the ground :( Maybe I'll have to just upgrade KSP to 0.25 and build it again from scratch. At least now that I've got the design, I should be able to reconstruct it without too much trouble.

EDIT: Nope. Left it for an hour, no change. :(

Looks like part spawning doesn't work for you (especially the rigidbody probably stays null), I now really need your output_log, can't help you without.

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Howdy folks

From the OP it looks like activestruts have fixed the wobbly problems with Infernal Robotics, but the download links are dead right now. I know you're working on the .25 version, but is there any chance someone could supply me with a working link to the .24.2 version?

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Howdy folks

From the OP it looks like activestruts have fixed the wobbly problems with Infernal Robotics, but the download links are dead right now. I know you're working on the .25 version, but is there any chance someone could supply me with a working link to the .24.2 version?

Wobble-free is pretty much impossible in KSP, but it helps yes.

I'm finishing the new update (with some ugly but hopefully soon working parts I can bundle), so downloads should be restored soon. In the meanwhile look here.

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Hope to see it before the weekend ends, It would be great to play around

Kicking around the last obvious bug + one part looks in the wrong direction in the part list and I can't turn it around whatever I try so i decided to ignore this minor issue :D

So I'm considering a release once those damn lights move as they should. No one is more eager to finally get this out then me, seriously...

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No obvious bugs left, wrapping up the release (video, release post etc.) so expect it later today :)

Big thanks to all my patient testers, I'm sure there are a few bugs left to hunt down, but we come a long way (just looked at the Assembly size, it went from 21kb to 94kb) since the beginning!

Oh and a warning in advance: the parts I bundle aren't pretty at all. I did my best to provide something enabling you to use everything the mod offers, but I can't say they are nice, sorry :sealed: [ZI's part's are still working (also in conjunction with mine (which wasn't that easy to do actually)) and you can get, but I can't bundle them]

iTM4J2A.png

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Sure thing. It's almost 8MB though. https://www.dropbox.com/s/9zcde55qyub8u2m/output_log.txt?dl=0

(congrats on the v1.0 btw!)

The only strange thing I can see is that the vessel I spawn gets destroyed but I then dock nethertheless which seems to make KSP go bonkers.

I added a check to prevent this from happening (it retries 5 times and will then simply abort the FreeAttach attempt).

However, this is only a weak attempt of fixing since I wasn't able to reproduce...

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  • 3 weeks later...

Hello there.

I built a new satellite with Magic Smoke Ind. Parts (to animate two arms extending when released once in orbit.

I went through a little issue with this: my vessel started to drop from orbit as soon as I activated Active struts connector to aim to the target... Once I activated my 4 connectors, my ship is falling to the surface when I where on stable orbit. Engine is turned off. Where this velocity change is coming from?

Kind regards.

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Hello there.

I built a new satellite with Magic Smoke Ind. Parts (to animate two arms extending when released once in orbit.

I went through a little issue with this: my vessel started to drop from orbit as soon as I activated Active struts connector to aim to the target... Once I activated my 4 connectors, my ship is falling to the surface when I where on stable orbit. Engine is turned off. Where this velocity change is coming from?

Kind regards.

No idea. Are you on the latest release version? Where's your log?

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