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[v0.19] Damned Robotics Version 1.3


DYJ

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I found the fork version and downloaded and installed that... but it still hangs on the the DR parts. A shame because I really need a hinge on my workstation lander to deploy the light bars, dammit!

Make sure you've removed or overwritten the non-fixed mumech.dll

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Just for the benefit of the fork developers, the current quickfix posted in this thread works for me with three minor problems:

1. I once found that one of the hinges on an in-flight craft decided to rotate 180 deg between games.

2. None of the parts have working collision meshes. I've looked through the dae files with notepad and it's as if every mesh with id node_collider is simply ignored, and if it's called something else (like node_collider2 for example) it's drawn like the rest of the mesh.

3. Textures look darker than in any screenshot I've seen.

It still functions like it should though.

Edited by Cpt. Kipard
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Hey guys. Thanks so much for the mod, works great! Hands down best mod for KSP. I've read through some posts and was wondering how to make the rotatron pieces more sturdy when attaching heavier parts to them. I've been messing around with the config file but i cant seem to get it to work. Parts on the rotatron wobble. Are there any specific settings i can manually change to not have them wobble? Cheers, really look forward to hearing from you guys. Keep up the good work :).

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Ooh! I just realized I can make a robotic arm on my space station which reaches out and grabs the new module I am supposed to dock, and then place it at the docking port instead of burning a million buttloads of RCS fuel!

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Weird occurance: My robotic arm with a kethane drill on the end of it has simply disappeared, vanished. The servo control window is still there, but I can't see anything, nor does 'moving' do anything. Any ideas?

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Weird occurance: My robotic arm with a kethane drill on the end of it has simply disappeared, vanished. The servo control window is still there, but I can't see anything, nor does 'moving' do anything. Any ideas?

Press ALT F2 before loading the craft, it will tell you which part is bugging out.

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Ooh! I just realized I can make a robotic arm on my space station which reaches out and grabs the new module I am supposed to dock, and then place it at the docking port instead of burning a million buttloads of RCS fuel!

Or, even better, put a docking port at the end of the robotic arm. Just reach out and connect, then pull it together.

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hey when i put the parts in my KSP folder ether /Users/*******/Desktop/KSP_osx/parts or /Users/*********/Desktop/KSP_osx/GameData/

all the parts but Damned Robotics are gone i can keep the plug in in the folder but not the parts none of them.

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Just wondering if anyone has managed to get the old parts+fork.dll to work on par with pre 0.20 DR?? Most the stuff seems worthless in atmosphere now...and not much better in low-g either.

So you are having problems with pre fork parts then? I created a new part for giggles that is a rotatron but it's a cone instead of a cylinder and it worked well. Trick is making sure the mesh names are correct:

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Sirkut, a polite request: would it be possible to make rotating docking ports? I know I can stick a rotatron under them, but it looks silly, and when I scale it up just by doing "rescaleFactor = 3" or whatever, it obviously doesn't affect the shape and/or silliness.

Nice flat rotating docking ports would be useful as ports AND as rotatrons (and would let me fix some off-angle connections).

Just an idea if you're playing around with models for this.

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Sirkut, a polite request: would it be possible to make rotating docking ports? I know I can stick a rotatron under them, but it looks silly, and when I scale it up just by doing "rescaleFactor = 3" or whatever, it obviously doesn't affect the shape and/or silliness.

Nice flat rotating docking ports would be useful as ports AND as rotatrons (and would let me fix some off-angle connections).

Just an idea if you're playing around with models for this.

Rotating docking ports would be extremely useful - esp. w/Common Berthing Mechanism ports for an ultra thin connection.

There's also a lot of demand for just variable sized robotics parts. I wonder if it'd be possible to do something like that Procedural Wing mod and let people resize their robotics parts right in game?

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Sirkut, a polite request: would it be possible to make rotating docking ports? I know I can stick a rotatron under them, but it looks silly, and when I scale it up just by doing "rescaleFactor = 3" or whatever, it obviously doesn't affect the shape and/or silliness.

Nice flat rotating docking ports would be useful as ports AND as rotatrons (and would let me fix some off-angle connections).

Just an idea if you're playing around with models for this.

Now that's an interesting idea. I'll give it a shot when I have a free moment.

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No more nonsense of having to worry about proper alignment when docking to "make it look pretty"!

Anyway, another topic...

What's up with how springy & loose the connections are with this mod? When using KAS to lift very heavy stuff, DR parts wobble sooooo much that it stops you from creating any seriously useful cranes and cool stuff like that.

I know this has to do with Unity suckage, but are there any creative workarounds/hacks? Not possible to use a different type of joint?

One thing I've considered was using something like Quantum struts to secure things, but then of course that'll cause problems once they start to move, kind of defeating most of the purpose of the robotics.

Edited by Garoad
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No more nonsense of having to worry about proper alignment when docking to "make it look pretty"!

Anyway, another topic...

What's up with how springy & loose the connections are with this mod? When using KAS to lift very heavy stuff, DR parts wobble sooooo much that it stops you from creating any seriously useful cranes and cool stuff like that.

I know this has to do with Unity suckage, but are there any creative workarounds/hacks? Not possible to use a different type of joint?

One thing I've considered was using something like Quantum struts to secure things, but then of course that'll cause problems once they start to move, kind of defeating most of the purpose of the robotics.

I would love to understand this as well. It's the reason I cannot use DR for now - everything I made with it just bounces/flails and breaks under any kind of strain. Rules out all the nice hinges and hydraulics. I think the bearing and rotatron work ok though, but they must work differently.

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I would love to understand this as well. It's the reason I cannot use DR for now - everything I made with it just bounces/flails and breaks under any kind of strain. Rules out all the nice hinges and hydraulics. I think the bearing and rotatron work ok though, but they must work differently.

This is bothering me a bit as well. Does anyone have a link to the source code for the patched 0.20.2 version? I wouldn't mind taking a glance at it to see if I could fix the wobbly joints, but I could only find the binaries.

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Hi guys, I am making a robotic arm pack for DR. I want to publish it tonight, but I don't know who to ask for permission concerning the 0.20 plugin. Or maybe I should publish it without the plugin and provide a link beside?

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Hi guys, I am making a robotic arm pack for DR. I want to publish it tonight, but I don't know who to ask for permission concerning the 0.20 plugin. Or maybe I should publish it without the plugin and provide a link beside?

I'd say just release what you made and document the requirement. We all know where to find it.

Can't wait to see what you've made :)

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This is bothering me a bit as well. Does anyone have a link to the source code for the patched 0.20.2 version? I wouldn't mind taking a glance at it to see if I could fix the wobbly joints, but I could only find the binaries.

You mean this isn't up to date? http://svn.mumech.com/KSP/trunk/MuMechLib/ (from first page)

I think it'd require researching FixedJoint or ConfigurableJoint.

http://docs.unity3d.com/Documentation/ScriptReference/FixedJoint.html

Does anyone know what license this was released with? (the code)

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I'm terrible at textures at the moment but I did make two "docking washers" that are relatively low profile rotatrons that you can use to attach docking ports to. Then when docked you can use it to rotate your vessel so they can line up. Here's a screenshot of before and after (I was wanting to align windows). The little light & dark gray line between the docking port and the capsule is the docking washer. They are two colors because one was supposed to be the base while the other was the spinner. The spinner would only move but something isn't working correctly and I'm trying to resolve it. Until then you can play with these. I made a standard and a jr size. I offer no guarantees but they work for me. http://www./download/j1h4gxc3q4j83vv/dockingwashers.zip

before

3MiSTDy.jpg

after

NltrYTB.jpg

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