All credit to Damned Robotics goes to: Plugin/lots of stuff : r4m0n 3dmodels/'textures' : DYJ
original source location: http://svn.mumech.com/KSP/trunk/MuMechLib/
All new 3dmodels & textures : sirkut, Devo, ZodiusInfuser
Update to r4m0n Dammed Robotics for Kerbal Space Program
License: Other
All credit to Damned Robotics goes to: Plugin/lots of stuff : r4m0n 3dmodels/'textures' : DYJ
original source location: http://svn.mumech.com/KSP/trunk/MuMechLib/
All new 3dmodels & textures : sirkut, Devo, ZodiusInfuser
From @ZiwKerman on April 1, 2015 17:41
This is not for the upcoming release, but we should really look into how IR consumes EC
Copied from original issue: erendrake/InfernalRobotics#79
From @ZiwKerman on April 4, 2015 7:45
Copied from original issue: erendrake/InfernalRobotics#83
Something like
joint.xMotion = ConfigurableJointMotion.Locked;
joint.yMotion = ConfigurableJointMotion.Locked;
joint.zMotion = ConfigurableJointMotion.Locked;
joint.angularXMotion = ConfigurableJointMotion.Locked;
joint.angularYMotion = ConfigurableJointMotion.Locked;
joint.angularZMotion = ConfigurableJointMotion.Locked;
and then unlock what is needed.
Right now you can operate IR parts on unfocused vessels via keyboard shortcuts (due to the fact that PartModule MuMechToggle is loaded and accepts commands) but neither UI or API are able to issue commands to unfocused vessels.
If we can find the way to parse the loaded vessels in physics range in the same way we do for ActiveVessel we might want to add tabs or other way of selecting vessel to control to our UI and add the ability to issue commands via API to other vessels.
Problems as I see them:
Currently InfernalRobotics is not available for 1.0.5 even though there is a release here.
Scaled extendatrons are drawn misplaced (but work okay) if the parent pivotron is not in the default position. This happens on ship load.
It seems that:
Screenshots
Before reload:
After reload:
Test craft
IROutOfAlign.craft
: gist or raw
Top three "hands" are on a radial mount point, lower three are surface-attached. Some are scaled, some are not. Not all possible combinations are present.
Reproducing
KCT
, RT
, TACLS
and other mods which present dialogs, select "don't use" presets.IR
parts to the next preset.IR
parts back to default position.Using
Arch Linux
64-bitKSP
1.1.2CKAN
mods
InfernalRobotics
2.0.4TweakScale
2.2.12IR Model Rework - v02 Pre-Release Beta.zip
IRSequencer-1.0-RC1.zip
Poke: @pellinor0 (TweakScale
)
Related bugs: #79
P.S. I actually wanted to file a different bug, with (scaled?) pivotrons drifting away from their surface attachment point, but can't reproduce that yet.
The gantry seems to move in the wrong direction in flight vs editor! This does not depend on scaling. So I move it to teh maximum (4) and launch. In flight, it starts at the same position, still reports pos=4, but refuses to move back on its rail. Instead it happily slides into the open air at the other side.
So either the editor or the flight code moves gantries in the wrong direction.
When I look at the code, the flight translation code has a gantryCorrection term. I do not find such a term in the editor code (doTranslation). Did this get lost in some recent refactoring?
From @pellinor0 on March 21, 2015 21:57
TweakScale considers the origin of the moving mesh as the center of the part, so this stays in place when changing scale. And the mesh that we consider fixed moves accordingly.
I'd guess that this bug was already present in the old IR.
Copied from original issue: erendrake/InfernalRobotics#32
The following can be removed from the cfg in the legacy parts folder:
@TechTree:AFTER[CommunityTechTree]
{
@RDNode:HAS[#id[experimentalActuators]]
{
@hideEmpty = False
}
@RDNode:HAS[#id[advActuators]]
{
@hideEmpty = False
}
@RDNode:HAS[#id[offworldManufacturing]]
{
@hideEmpty = False
}
}
If I attach an IR Rotatron and tell it to rotate clock-wise in the space plane hangar, the Rotatron will rotate counter clock-wise in the simulation.
This makes part setup in the space plane hangar very difficult to not possible.
I am using the IR UI to control the Rotatron.
Similar to IR Build Aid, have an arc pop-up over servo when user hovers movement buttons in the UI
see ihsoft/KAS#140 for more details
And make all buttons that revert to 0 revert to this default position if there is one.
Thus people would be able to set up their default starting positions easily without us changing the default behavior we set for Revert buttons.
I see this solvable by adding a method to Mechanism like GetDefaultPosition and making GUI options to set it.
I like to combine Interstellar receivers with robotic arms for targeting. However, these parts tend to "float" away after a while:
They were perfectly fine at launch and still react to movement, but are totally off axis. This happens randomly at loading the vessel. I typically scale them down to Medium, but displacement is not just off scale. When landing a spaceplan like this, the parts get "ripped" of.
WheelCollider requires an attached Rigidbody to function
Possible solutions are
It needs to get set up.
I have found I'm having a new issue, never seen this one before but I haven't been working on my robotics for a while, been doing geometry. As such this may have come with the latest update.
It seems like my servos are snapping to limits when they get within a couple of degrees of a limit that has been set. A short video demo is included below.
This only occurs when two conditions are true:
The values at which the problem starts becoming visible are around servo speed about 0.2 or less and acceleration greater than 30.
To me it looks a heck of a lot like a rounding issue with acceleration.
Summary:
Rotatron's create mysterious internal forces with other parts in the same craft when the Rotatron is stationary. This is causing my crafts to twist and turn in very strangely eventually causing parts to fly off. So far the parts I know of are all Landing Struts.
Steps to Reproduce:
Build a super simple lander attached to something.
http://steamcommunity.com/sharedfiles/filedetails/?id=694327741
Results: Lander Can will twist and push it's way off the docking port. The Landing struts may pop off as well.
http://steamcommunity.com/sharedfiles/filedetails/?id=694330878
http://steamcommunity.com/sharedfiles/filedetails/?id=694330785
Test 2: remove the Rotatron and Launch.
Results: The vehicle sits still as expected.
Test 3: add the Rotatron back. Remove the Landing Struts and Launch
Results: The vehicle sits still as expected.
In this test only the LT-2 Landing Struts cause an issue. In a larger more complex lander all struts cause the issue and removing the Rotatrons makes the issue go away for all lander struts.
I've had this issue when using docking ports as well as strong connections using Stack Separators with struts. Docking ports make it easier to see the issue.
The issue seems like the Rotatrons are pushing the other parts away from it. However, distance doesn't seem to play a direct part. Some parts effect it more than others.
The effected parts are IR Rotatron and IR Rotatron Mk2. The Mark 2 part has the same behaviour only much less severe.
RW will be ran on a referee's PC, streamed and shoutcasted for the entertainment of masses tuning to the stream. Main discussion points saved below
config:
settings it will run under and ban the use of set config:whatever to something.
Some additional ideas:
Apologies if this is a known issue, I could not find references to this. Using the latest release (2.0.0), did not have a MagicSmokeIndustries directory before installing. Installed both legacy parts and core, tried installing core first and then legacy parts after that, later on tried to reverse the order as there were some files that were present in both packages.
In KSP.log, there is the following error message
[LOG 20:59:27.002] Vessel assembly complete!
[LOG 20:59:27.002] all systems started
[LOG 20:59:27.030] IR: Loading sounds : MagicSmokeIndustries/Sounds/infernalRoboticMotor
[LOG 20:59:27.030] IR: Sound successfully loaded.
[ERR 20:59:27.031] Cannot find module 'ModuleIRServo' (291586916)
[EXC 20:59:27.032] NullReferenceException: Object reference not set to an instance of an object
InfernalRobotics.Module.ModuleIRServo.<IsSymmMaster>b__131_0 (.Part cp)
System.Linq.Enumerable.All[Part] (IEnumerable`1 source, System.Func`2 predicate)
InfernalRobotics.Module.ModuleIRServo.IsSymmMaster ()
InfernalRobotics.Module.ModuleIRServo.AttachToParent ()
InfernalRobotics.Module.ModuleIRServo.BuildAttachments ()
InfernalRobotics.Module.ModuleIRServo.OnStart (StartState state)
Part.ModulesOnStart ()
Part+<Start>c__Iterator25.MoveNext ()
[LOG 20:59:27.035] IR: Loading sounds : MagicSmokeIndustries/Sounds/infernalRoboticMotor
[LOG 20:59:27.035] IR: Sound successfully loaded.
[ERR 20:59:27.036] Cannot find module 'ModuleIRServo' (291586916)
[EXC 20:59:27.037] NullReferenceException: Object reference not set to an instance of an object
InfernalRobotics.Module.ModuleIRServo.<IsSymmMaster>b__131_0 (.Part cp)
System.Linq.Enumerable.All[Part] (IEnumerable`1 source, System.Func`2 predicate)
InfernalRobotics.Module.ModuleIRServo.IsSymmMaster ()
InfernalRobotics.Module.ModuleIRServo.AttachToParent ()
InfernalRobotics.Module.ModuleIRServo.BuildAttachments ()
InfernalRobotics.Module.ModuleIRServo.OnStart (StartState state)
Part.ModulesOnStart ()
Part+<Start>c__Iterator25.MoveNext ()
This may require adding some stuff into interfaces though
How should the code for the surface sampler be handled?
It can be directly integrated into IR if you want, or just added here as a separate repo in the MagicSmokeIndustries group. Either way, it would make more sense to have it all together.
ConfigurableJoint.swapBodies
parameter, may help reduce the number of parts.From @ZiwKerman on April 4, 2015 7:46
Reported by kanddak
Copied from original issue: erendrake/InfernalRobotics#84
This is a mouthful to say so here goes.
Example CRAFT file (hopefully) attached.
IR Test 01.zip
Edit: Using stock KSP 1.1.2.1260 x64 & IR 2.0.4
It is quite a fringe case as reported here http://forum.kerbalspaceprogram.com/threads/114014-WIP-MSI-s-Infernal-Robotics-Plugin-Rework-%28Updated-05-04-2015%29?p=1828886&viewfull=1#post1828886
Step to reproduce:
1 - Start a new career game.
2 - Go to VAB.
3- Click on the IR icon on the toolbar.
Allow servo motors to be turned off, thus turning them to uncontrollable servos temporarily.
It should be possible with reasonable amount changes to the code:
This is to be consistent with how the preset buttons behave in-flight, as it caused me a lot of confusion testing preset movements before launch.
Try to detect an incorrectly attached parts (by following the part tree from root and detecting when the fixed mesh is on the wrong side of the branch) and issue a warning in Engineer's Report and on screen.
A proximity sensor part, akin to SmartParts one, but better integrated to IR, optionally with the possibility to measure distance/pressure (see dunbaratu's lazerdist)
From @pellinor0 on March 18, 2015 20:22
I was thinking about those default units. As I remember zodius put all sorts of odd speed numbers in the part configs so that the parts would take the same time to move their whole range. This is redundant information, and we should not require it.
So, at least for translation, this sounds like it would be nice to display the range as 0-100% per default. Then we can set the default speed in (% of range)/s, and it would be the same for all parts. For the future, we could set the value from zodius' parts as default and you would only need a line in the part.cfg if you want something different.
What do you think, does this make sense? In this case, would 'range' be the min/max from the part config or the tweaked range from the editor?
Copied from original issue: erendrake/InfernalRobotics#17
From @ZiwKerman on March 30, 2015 9:48
Some users report that rotational parts return to As-Launched position and translational parts return to 0 position.
Copied from original issue: erendrake/InfernalRobotics#67
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