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Dr_Goddard

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Everything posted by Dr_Goddard

  1. LOL no there isn't one. I guess I asked the question poorly. I developed IK in kOS for a 6-legged robot, that's why I asked. A set of tools built into the IR wrapper would be great.
  2. I'm interested. Are you creating new api for inverse kinematics?
  3. Hey Zodius-I. I didn't mean to start the whole wheel thing again. The reason I'm not using the Kerbal Foundry wheels, which are very nice looking and probably super nice wheels, is because there is not a pin-mounted, stirrup-style wheel and I want one of those. Big kudos to the Dr. of Robotics. I've 25+ spent years in manufacturing automation, and huge respect goes to the men and women who engineer such fine products. Please keep the ideas coming! Meanwhile, I would like to have a look at your project. But I'd like to educate myself on the wheel, spring, and joint objects in Unity before I tackle someone else's work. I'm going to try and find some information today on how Unity/KSP handles wheel steering. That's where I am.
  4. Rover has been in development on-and-off for almost 2 years. In that time I learned kOS scripting, trigonometry, c#, and hexapod control theory using inverse kinematics. Fun times.
  5. Hey linuxgamerguru. I will take a look for the emitter settings and post them to you. The settings took me ages to get right. They are essential for the new part to work right.
  6. Thanks to Linuxgurugamer for crediting me with the original T-MEME mod. He is a gentleman, and I give my blessing to the new version. It's very rewarding to see how many gamers have taken up the mod.
  7. Installing a mod is a very basic bit of knowledge that should cause no confusion at all. You simply need to copy all the files contained in the zip into your gamedata directory. For simplicity you can drag the zip file into the gamedata directory and unzip it there. As with any mod, there may be files that serve no purpose included. This is just a bit of operating system nonsense and you don't need to worry about it. Generally if the necessary files are in the gamedata directory the mod will work fine. There are a few mods that need files in special locations but this isn't one. The MACOSX file is normally an invisible system file on a mac like mine. It is not necessary, can be deleted, but does no harm. The PGParts folder is the one that needs to be in gamedata. You may not be familiar with the gamedata directory. I don't know if you are or now, so I'm going to give a link to how to find it on your system. http://wiki.kerbalspaceprogram.com/wiki/Root_directory and one that explains how to install mods: http://wiki.kerbalspaceprogram.com/wiki/Tutorial:Installing_Addons Let me know if you are still having problems. I will try and help. Thanks! Yes, falling ice would be nice too. There is a mod called Cool Rockets! that does that. It has been abandoned and picked up by another author, and there may be a name change but this link will get you started. I haven't tried the mod, but the effects look great!
  8. Looks about right Lights and landing gear sometimes exhibit a bit of a glitch in my experience with a very slow computer. Sometimes they have to be activated twice to come on the first time.
  9. It's a fine script for sure. There are about a hundred different ways to do everything. After the devs have had a rest from working all day and night for a week to get the release out, they will be happy to offer some improvements. In the mean-time just think about how your script is working and how you'd like to improve it. here's a link to some really great tutorials on youtube:
  10. ship:sensors:light gives you a scalar (between 0-1, 1 being 100%) of the amount of sunlight falling on your panels. You could also get a list of panels and query each one for the light falling on a certain panel. To be realistic, the way the ship detects light is through the light "sensor"(solar panel) which happens to act as a good battery charger as well. Some solar panels automatically track the sun, but they do have to be deployed to do this.
  11. You can obtain the aggregate charge for your ship this way: print ship:electriccharge. So to activate the panels before you run out of power: when ship:electriccharge < x then panels on.
  12. Yes absolutely! You can create a user function function function_name {parameter parameter_if_desired code} call it anywhere in the program : function_name(optional parameters) kOS manual function page: http://ksp-kos.github.io/KOS_DOC/language/user_functions.html?highlight=function#declare-function Since last night there is also delegates:
  13. There are a couple of really great resources linked right from the manual: http://ksp-kos.github.io/KOS_DOC/tutorials/quickstart.html and in the user manual index there is the community library which has a lot of the more complex routines. Each section of the manual has solid examples, like the PID section etc. Have a look through it, you will be surprised at the amount of cut-and-paste solutions you can find to help you get familiar. And the developers are regularly checking in on the forum to answer any questions and help you develop your code. Just ask! PGodd
  14. Enjoy people. It was a lot of learning to get here. It's very rewarding that you like it.
  15. Please help me celebrate the launch of my first mod created by me. T-MEME is jokingly called "the most essential mod ever" because, well... it's totally useless eye-candy. http://spacedock.info/mod/250/T-MEME%20%28The%20most%20essential%20mod%20ever%29
  16. I always thought there should be a part to simulate cryo-venting. I'll be posting the part in a day or two.
  17. In general the modding community is FULL of misleading and vague, or even incorrect descriptions/tutorials of how to make a part. So many misleading ideas, I really struggled with this seeming "Black Magic" until I took the time to construct a step-by-step method that is simple as pie. UV mapping in Sketchup is simpler than Blender. You can export directly from Sketchup to Unity. I made/re-made all the parts for kOS this way. In Sketchup set your template to use Meters. Construct your model around the 0,0,0 point in Sketchup world, orient the model as you want it to appear in the KSP editor. Remember, a Kerbal is about .75M tall, and rockets are .625m, 1.25m, etc in size, so make your parts accordingly. http://wiki.kerbalspaceprogram.com/wiki/Radial_size There is a tape measure and a dimensioning tool in Sketchup to help with this. Finally, Sketchup sets the ORIGIN of the objects you are creating based on where they are located in the Sketchup world. To change the object origin later in Unity is a bit of a p.i.t.a. so make sure the center of the object is located at 0,0,0 coordinate before exporting. Export 3D model as FBX and apply these settings: In Unity, make sure your transform scale factor setting is 1 when you import. Turn generate colliders on. click apply in the inspector window. Once the part is imported, move it to position. With the part selected move it to position 0,0,0 and apply. Under Mesh Collider click convex and apply. There are dozens of sketchup texture tutorials on youtube. Couldn't be simpler. In Unity, I generally strip all the grouping away and create a new empty game object to contain my meshes, then I rename the meshes to be more descriptive. You do this just like you would rename a file, right click and rename. I won't discuss Parttools here, except to say that it is butt simple as well, and people have made it overly complicated too. You will need to make a CFG file for your part though, and here is a good reference. http://wiki.kerbalspaceprogram.com/wiki/CFG_File_Documentation Good Luck! BTW. If you prefer to use Blender to apply UVs then that is good too. All the info I gave is still good. I just find it easier to do a two step approach. Some people may prefer to use other software... that does not make it better. The BEST software is always the one you understand and are comfortable with.
  18. My robot now knows how to learn it's own leg timings. I made HUGE use of the new lexicon variable to build complex self-updating tables.
  19. Try switching to 64-bit. The performance and stability is way better on my 2012 Macbook Pro.
  20. There's a mod for that: http://forum.kerbalspaceprogram.com/threads/97285-KSP-v1-0-4-Stock-Bug-Fix-Modules-(Release-v1-0-4c-2-1-Sep-15)
  21. Working on it. kOS allows pilot controls for input, I've created an inverse kinematic routine, so controlling a robotic arm with 6 degrees of freedom may be possible with a joystick as well.
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