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Malsheck

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    Rocketry Enthusiast
  1. I've been following this tread with great interest and I'm looking forward to the finished mod.... but I am a bit concerned... Has anyone actually heard from Oven recently? His last post was back on 1 August. Is he ok? Just busy I hope.
  2. Very nice! Now I wont have to raid the wings from the soviet pack any more. Thanks!
  3. Here's my ongoing/updated Walking Spider project updated to KSP 24.2 as well as the latest Infernal Robotics update and Tweak Scale. Please see below for the full required mods listings and their links. Also, please give kudos to the modders. Without them, projects like this wouldn't be possible. The craft file can be found here: http://kerbal.curseforge.com/shareables/221061-walking-spider-mech Infernal robotics: http://forum.kerbalspaceprogram.com/threads/37707-0-24-2-Magic-Smoke-Industries-Infernal-Robotics-0-18-4 Tweak Scale: http://forum.kerbalspaceprogram.com/threads/80234-TweakScale-Rescale-Everything!-(v1-22-2014-07-20-22-21-UTC)-Updated-for-0-24! B9: http://forum.kerbalspaceprogram.com/threads/25241-0-22-B9-Aerospace-Pack-R4-0c-New-pods-IVAs-engines-fuselages-structures Please let me know if there are any issues.
  4. I always felt a little bit was missing out of the game when it came to recovering the crew and space capsules and bringing them back to the space center. So, I made an aircraft that could do just that. Up for the challenge? Lets see what you come up with and post the results.
  5. Hey dtobi! Thanks again for the hard work that you put into your mods. It really is appreciated. I'm making great use of your new float parts as seen in the video below. I've needed something like this for a long time now. Please keep up the great work!
  6. Now there's a neat idea. Your comment about it doing barrel rolls on reentry gave me an idea. I'm thinking something along the lines of a drop-ship with wings that fold up close to the body and are deployed after reentry once it's slowed down enough. Almost Aliens drop ship style except the first half folds down and the second folds under. The way you set it up as a mobile refueling point and refinery definitely gives it a nice purpose. Guess I know what I'm doing this weekend.
  7. I went ahead and uploaded a craft file for the spider mech I posted above for anyone who wants to play around with it. You can find it here: http://kerbal.curseforge.com/shareables/221061-walking-spider-mech The controls are listed in the description. Have fun
  8. Thanks =) Here's what I posted a little while ago in the IR thread... it should help you out =) "For anyone interested, the basic principle I made when I created my spider walker is this: The inner part of the legs spins like a wheel and at one end of it is a henge (near the body) that determines how far off of center the outer part swings. You'll notice in the video that one of the first things the spider does is raise every other leg. It's also lowering the other ones the same amount to set the gait. (Kind of like setting the tire size) If I didn't do that the inner part of the leg would spin while everything else would remain motionless. This was done by making 2 IR groups with half of the inner hinges in one and the other in the other... but in such a way that they are staggered... like even numbered left legs and odd numbered right legs in one and the rest in the other. Then set the controls for the two groups so that they are the same buttons but opposite. like (9,0) and (0,9). This way you lower half while raising the other half. At the body and at the knee(?) are servos that spin the whole assembly at the same rate and direction. This gives the outer leg the appearance of walking rather than spinning like a wheel. The second part is to break the servos down by left side and right side in the IR controls. For example, I set the left side ones to go < when Q is pressed and > when E is pressed and then on the right side the opposite. > for Q and < for E. This way all the servos turn the same amount all of the time. You'll later want to set an action group to center all of your servos before you start walking forwards after turning or vise versa... otherwise your spider is going to do the dieing cockroach because the left and right will be off sync. To add a layer of control, I added a second hinge between the outer servo and the outer half of the leg. This allows me to tilt the outer leg up and down. (in the video you'll see me use this when the spider dips down and then back up prior to setting the gait.) This helps out A LOT. To move forward, I simply made an action group to spin all the servos forward at once. I hope this helps folks out and that you have as much fun with it as I did."
  9. For anyone interested, the basic principle I made when I created my spider walker is this: The inner part of the legs spins like a wheel and at one end of it is a henge (near the body) that determines how far off of center the outer part swings. You'll notice in the video that one of the first things the spider does is raise every other leg. It's also lowering the other ones the same amount to set the gait. (Kind of like setting the tire size) If I didn't do that the inner part of the leg would spin while everything else would remain motionless. This was done by making 2 IR groups with half of the inner hinges in one and the other in the other... but in such a way that they are staggered... like even numbered left legs and odd numbered right legs in one and the rest in the other. Then set the controls for the two groups so that they are the same buttons but opposite. like (9,0) and (0,9). This way you lower half while raising the other half. At the body and at the knee(?) are servos that spin the whole assembly at the same rate and direction. This gives the outer leg the appearance of walking rather than spinning like a wheel. The second part is to break the servos down by left side and right side in the IR controls. For example, I set the left side ones to go < when Q is pressed and > when E is pressed and then on the right side the opposite. > for Q and < for E. This way all the servos turn the same amount all of the time. You'll later want to set an action group to center all of your servos before you start walking forwards after turning or vise versa... otherwise your spider is going to do the dieing cockroach because the left and right will be off sync. To add a layer of control, I added a second hinge between the outer servo and the outer half of the leg. This allows me to tilt the outer leg up and down. (in the video you'll see me use this when the spider dips down and then back up prior to setting the gait.) This helps out A LOT. To move forward, I simply made an action group to spin all the servos forward at once. I hope this helps folks out and that you have as much fun with it as I did.
  10. At the time of the video I just eye-balled it and made sure that I stopped when all of the hinges were horizontal. Now I have it set to an action group that centers all of the servos to take the guess work out of it. I just hit that before and after turning.
  11. I love the look of that spider! Gives me some ideas on what to tweak on mine. If you need a hand getting it to move let me know and I'll figure out how to post a craft file. Here's mine in motion:
  12. Forgive me if this has been answered before but I can't seem to find it. Is there a way to enter more than one key for a group? I'm basically trying to make it where a group of servos turn in the same direction with one key but opposite directions with another but can still go forwards and backwards together on demand. Kind of like a tank with 3 servos on each side attached to wheels. The W and S keys can be bound for forwards and backwards but Q and E make them go in opposite directions to turn. Is this possible?
  13. Here's a couple of videos I made using my KSP space shuttle. The shuttle was put together in KSP featuring some of the great mods currently out there. Enjoy!
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