#deformed robotics
47 messages · Page 1 of 1 (latest)
As you can probably imagine, I didn’t create that rotation and misalignment in the VAB
Is there any way for me to fix them?
And there’s like 70 joints that need fixing, and no I’m not going to detach every single part with EVA construction.
And I already tried time warping and saving and loading, nothin works
Do I need to modify the craft in the save data or something? At this point it’s the most reasonable option I can think of
Either that or installing my first mod
I told you earlier: install KSP community fixes
You said that you weren’t sure if it would work on non-new crafts
And I’m not downloading my first mod on a whim
Kspcf makes the game work like it’s supposed to
It works on non-new crafts; it might not work on non-new vessels
Hmmmm
I’d like a demonstration
These are great claims, but they don’t exactly inspire confidence
A craft is a template of a ship to be built. A vessel is a ship in flight. If you’ve already launched the ship then KSPCF cannot help you. But if you’ve built the craft file and have not launched it yet then KSPCF will fix robotic drift issues
Yeah it’s already launched
So once you hit “launch” and your money goes down to create the craft onto the launchpad, it turns from a “craft” in the VAB to a “vessel” in the game world?
No way to fix in flight short of rebuilding the whole thing on eva, weather by stock methods or kspcf. You can prevent it from happening during launch by either installing kspcf, or by locking all robotic parts in the vab so they are locked on launch, then unlocking them once in orbit.
Ahhhhhhh I should have done that. I just added some struts
Any drift that is present when you lock a robotic part, save and reload, enter time warp, or switch scenes becomes permanent unless you have installed kspcf
So robotics will slowly but surely become mangled over time
I guess that means I should also change the power loss behavior to be free floating?
Because that happened in a reverted time
It locked with drift
But I reverted that away
Right. And obviously you can launch the same craft file multiple times to get many vessels. And each chunk of connected parts (e.g. decoupled stages) is also a vessel
Well I “fixed” it and now the rocket flies for about ten seconds and then the game lags for another ten seconds and then I have 200 pieces of debris coating the KSC
well at least your robotics arent warping anymore lol
sadly, with robotics, thats just the tip of the iceberg
I urge you to use them sparingly and not be surprised if they decide to screw you
even with KSP CF
I have about 70 pieces all attached to each other…
the devs are laughing at you thinking that robotics is stable. Search through these help threads and you will find the myraid of unplayable generic cases that cause robotics to fail spectacularly. My personal favorite is when you dock two vehicle (that are both landed) with a robotic arm and one of them either becomes a pogo stick or all the parts disconnect from each other. Or it just explodes.
I use them sparingly and even then I always have a backup plan.
eva construction can help a lot
Welp
I managed to launch a mangled form of my robot into orbit
I guess I’m sticking with that
whatever works
Just lock the joints in the vab and then unlock them once in orbit