sirkut / InfernalRobotics

Update to r4m0n Dammed Robotics that works on Kerbal Space Program 0.20.2
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Robotics parts moving around/disappearing between scene loads #17

Closed jakkarth closed 10 years ago

jakkarth commented 10 years ago

I'm sorry I can't be more specific. I'm trying to find a reproducible set of steps that make the issue occur. I've sent missions to duna and eve using IR hinges attached to long struts to use as adjustable landing gear, so that I can balance the ships if I land on uneven terrain. When I build in the VAB they're fine, when I launch them they're fine, but somewhere between my ejection burn and my insertion burn, something goes haywire. When switching back to a ship, I will find parts still connected to each other in terms of behavior, but far away from where they're supposed to be attached visually.

All of the interface controls operate as expected, as far as I can tell. The servo screen lists everything it's supposed to. The editor screen lets me move groups around. Using the servo screen to adjust the hinges has the correct effect when the hinges are still visible.

Here's a shot of a crane arm I built using rotatrons, hydraulic cylinders, and hinges. You can see they're floating in space, not attached to each other and the craft. screenshot212

Here it is after I've rotated the Shoulder H hinge about 90 degrees. screenshot213

Same thing from another angle:

screenshot214 screenshot215

I've looked through the log, but the only IR-specific entries I see are "setupJoints - !gotOrig" and I do not understand what that means. Based on where it is in your code, it seems likely to have something to do with it, but I'm not very familiar with KSP modding so I'm not sure.

Please let me know what other information I could provide that would be of help. I can provide the craft file of the unbroken version of the ship pictured above, as well as the save file containing its current state, if that would help. I only see a way to attach images here, so I will have to post them somewhere else if you want them. Same for the KSP log file.

Thanks for making an awesome mod! Combined with KAS it truly revolutionizes the game and opens up a lot of cool possibilities!

sirkut commented 10 years ago

I would love a craft file so I can see what is going on.

Shawn

On Jun 14, 2014, at 9:23 PM, jakkarth notifications@github.com wrote:

I'm sorry I can't be more specific. I'm trying to find a reproducible set of steps that make the issue occur. I've sent missions to duna and eve using IR hinges attached to long struts to use as adjustable landing gear, so that I can balance the ships if I land on uneven terrain. When I build in the VAB they're fine, when I launch them they're fine, but somewhere between my ejection burn and my insertion burn, something goes haywire. When switching back to a ship, I will find parts still connected to each other in terms of behavior, but far away from where they're supposed to be attached visually.

All of the interface controls operate as expected, as far as I can tell. The servo screen lists everything it's supposed to. The editor screen lets me move groups around. Using the servo screen to adjust the hinges has the correct effect when the hinges are still visible.

Here's a shot of a crane arm I built using rotatrons, hydraulic cylinders, and hinges. You can see they're floating in space, not attached to each other and the craft. [image: screenshot212] https://cloud.githubusercontent.com/assets/39682/3279915/29eab04a-f42b-11e3-892c-162d635c321a.png

Here it is after I've rotated the Shoulder H hinge about 90 degrees. [image: screenshot213] https://cloud.githubusercontent.com/assets/39682/3279916/3cae7810-f42b-11e3-9222-1325564b9679.png

Same thing from another angle:

[image: screenshot214] https://cloud.githubusercontent.com/assets/39682/3279917/4462b800-f42b-11e3-989e-30fd04f15593.png [image: screenshot215] https://cloud.githubusercontent.com/assets/39682/3279918/46da43be-f42b-11e3-83cf-d485be1f3d5d.png

I've looked through the log, but the only IR-specific entries I see are "setupJoints - !gotOrig" and I do not understand what that means. Based on where it is in your code, it seems likely to have something to do with it, but I'm not very familiar with KSP modding so I'm not sure.

Please let me know what other information I could provide that would be of help. I can provide the craft file of the unbroken version of the ship pictured above, as well as the save file containing its current state, if that would help. I only see a way to attach images here, so I will have to post them somewhere else if you want them. Same for the KSP log file.

Thanks for making an awesome mod! Combined with KAS it truly revolutionizes the game and opens up a lot of cool possibilities!

— Reply to this email directly or view it on GitHub https://github.com/sirkut/InfernalRobotics/issues/17.

jakkarth commented 10 years ago

https://www.dropbox.com/s/5h5367jzmfqedmz/ir_bug.zip is a link to the files. I've included the craft file, a quicksave with the vessel loaded, and the full log file. Thanks for taking a look!

sirkut commented 10 years ago

Can I get a screenshot of your GameData directory so I can see which mods I need to download to replicate it? I have a decent memory and I can spot most of them but for a few parts I'm unsure of.

On Sat, Jun 14, 2014 at 9:53 PM, jakkarth notifications@github.com wrote:

https://www.dropbox.com/s/5h5367jzmfqedmz/ir_bug.zip is a link to the files. I've included the craft file, a quicksave with the vessel loaded, and the full log file. Thanks for taking a look!

— Reply to this email directly or view it on GitHub https://github.com/sirkut/InfernalRobotics/issues/17#issuecomment-46104503 .

sirkut commented 10 years ago

Also, now that I think of it. Was this a craft you designed before upgrading to the latest? ie. using 0.14?

On Sat, Jun 14, 2014 at 11:34 PM, SR ntfybs@gmail.com wrote:

Can I get a screenshot of your GameData directory so I can see which mods I need to download to replicate it? I have a decent memory and I can spot most of them but for a few parts I'm unsure of.

On Sat, Jun 14, 2014 at 9:53 PM, jakkarth notifications@github.com wrote:

https://www.dropbox.com/s/5h5367jzmfqedmz/ir_bug.zip is a link to the files. I've included the craft file, a quicksave with the vessel loaded, and the full log file. Thanks for taking a look!

— Reply to this email directly or view it on GitHub https://github.com/sirkut/InfernalRobotics/issues/17#issuecomment-46104503 .

jakkarth commented 10 years ago

GameData folder list (not all of these were used in the creation of the craft):

000_Toolbar ActionGroupManager AIES_Aerospace AviationLights B9_Aerospace B9GearFix.cfg BahaEPL BahaSP BetterRoveMates BoulderCo BrassMoustache Chatterer ConnectedLivingSpace DistantObject DMagic Orbital Science EditorExtensions EnvironmentalVisualEnhancements ExsurgentEngineering ExtraplanetaryLaunchpads FinalFrontier.dat Firespitter FloorIt FusTek GNE HabitatPack HooliganLabs HrmHaystack HullCameraVDS info.txt KAS KerbalJointReinforcement Kethane KineTechAnimation KSPTweaks KSPX KWRocketry LLL MagicSmokeIndustries MechJeb2 ModsByTal ModularFuelTanks ModuleManager.2.1.0.dll NASAmission NavyFish NearFuture Nereid NothkeSerCom NovaPunch2 potw ProceduralDynamics ProceduralFairings RCSBuildAid ReadMe-KerbalAlarmClock.txt README.txt RealChute ResGen SCANsat SCANsatRPM SelectRoot ShipManifest SimplePartOrganizer SMP SpaceplanePlus Squad SurfaceLights SXT TextureReplacer ThrottleControlledAvionics ThunderAerospace toolbar-settings.dat TriggerTech UniverseReplacer US_Core US_KAS

For this craft, I believe it's limited to:

AviationLights Firespitter KAS Kethane LLL MagicSmokeIndustries MechJeb2 ModularFuelTanks ModuleManager.2.1.0.dll RealChute SCANsat Squad SurfaceLights

It was designed either with 0.14b or 0.14d, not positive which. Running 0.14d now.

jakkarth commented 10 years ago

And by 0.14b and 0.14d, I mean 0.15b and 0.15d. Sorry. Never had 0.14 installed.

sirkut commented 10 years ago

I think there was a change on how the parts are attached which may explain the weird distance issue. There isn't anything I can think of that will fix it unfortunately.

On Mon, Jun 16, 2014 at 11:38 AM, jakkarth notifications@github.com wrote:

And by 0.14b and 0.14d, I mean 0.15b and 0.15d. Sorry.

— Reply to this email directly or view it on GitHub https://github.com/sirkut/InfernalRobotics/issues/17#issuecomment-46194586 .

jakkarth commented 10 years ago

Ok. I'm trying out a new craft built from scratch so I know for sure it's going to be 0.15d from the start. I'll post another comment here if I can reproduce it. Thanks for taking the time to look at it, and again for making an awesome mod!