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Robotics break with attached parts and in game outside of VAB and SPH #143
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Having almost the same issue. Parts work fine most of the time, but as soon as a save and load the game a few times the IR parts move to different locations on my craft, disappear or go completely wrong as soon as I try to activate/rotate them. And by completely wrong I mean rotate 270 degrees when it's a 180 degree part and then just catapult into space. KSP 1.2.2.1622 |
Please make sure you use the latest version of IR (2.0.10) and look in IR's forum post on official forums for solutions for KJR IR development is halted for now, as all three of us are busy. |
ZiwiKerman, Thank you for your response. :) I checked and I was not running the 2.0.10, but I have a question regarding this specific release. Will the "Rework - Core/Expansion/Utility" part folders work with 2.0.10 like the "Legacy" parts will or are they the same thing? Is it okay if I use them or should they be removed for the time being? Also a question do you feel that you will return to development of this mod once life settles down? I am just asking as I would hate to hear that the mod was discontinued. |
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First and before going into the issue I just wanted to say that this mod is one of the most important in the game. The functionality it adds to the game is amazing. Thank you for making this mod.
Now the issue I am having is with IR breaking itself when it is used outside of the VAB or SPH. While it is in the VAB/SPH the parts work perfectly. They move as they are intended regardless what other components are attached to them be it wheels, science parts, solar panels, batteries, etc. However, once you leave the VAB/SPH and are in the game if ANYTHING is attached to the IR parts they break. I have confirmed that it is ONLY when something is attached to the IR parts. If you leave the VAB/SPH and there is nothing attached to the IR components they work as intended.
When they break it is at the joints or rotations. Rotations will go the wrong way and separate from the rotator. Hinges will unhinge themselves and twist or rotate as the hinge opens generally with catastrophic effects. Using the warp feature will only make the issue larger... breaking/moving the joints further apart or separating them more apart.
KSP Version: 1.2.2.1.622
PC: Windows 10
I also saw your earlier post about the removal of Kerbal Joint Reinforcement (KJR) but I am not using that mod so that possible solution is not possible.
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