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  1. Explore the Kerbal Universe like never before with Kerbal Space Program: Breaking Ground, the latest expansion pack for KSP. Breaking Ground is all about exploration, experimentation, and technological breakthroughs. Study mysterious Surface Features on all of the moons and planets of the Solar System. Set up a base and deploy experiments for the long-term study of celestial bodies, and test your creativity with brand new robotic parts. Breaking Ground will help you and the Kerbals reach new horizons, all in the name of Science! Robotic Parts Take your creativity to the next le
  2. [a part mod inspired by Luna, Venera, Insight, Sojourner, Curiosity, plus some convenience stuff] Introduction Hi there, space-traveler! Don't just stand there; come in, look around, try out our classic hot-pants - the originals, the best, famous around the solar system! And, welcome to... Aah, more interested in rocket parts, aye? Well, no matter, we got that too. As of now, our line-up consists of just two manufacturers of very essential cosmos equipment. Martin & The Probes The up-town start-up company Martin & The Probes was funded by the income gained from
  3. Tutorial covers the basics of the UI, how the timeline works, as well as examples & tips to make things far easier to work with. Breaking Ground - Robotics Tutorial on Youtube
  4. I am trying to dock vessels on the surface (any body), the purpose is to transfer fuel from ISRU mining/refining equipment to spacecraft. Rather than trying to make all my vessels have docking ports at exactly the same height and orientation, I'm trying to use the robotic parts to facilitate docking port alignment. The problem is that there is a bug when docking rovers on the surface using robotic parts. The bug usually results in the total destruction of one or both vessels. The bug was reported on the tracker here: https://bugs.kerbalspaceprogram.com/issues/23177 There have
  5. We all use and love infernal robotics. It offers great possibilities and adds a very important part of space exploration to the game: robotics. But we all know that there are also limitations and problems with the project. The idea of this project is to solve all those problems and take it to a new level. Main points of the project: major parts of the code will be re-written, made more robust, more efficient and easier to understand correct handling of reversals of servos in the editor as well as in flight during undocking and redocking enabling collisions of parts conne
  6. Hello Kerbals! Apparently, sport makes you healthy and strong, increases your life expectancy and all that. Well, seeing as your life will probably end in a dubious construction before you die of old age, it probably won't be much use to you. Sport does seem fun: however, physical exertion is boring. Our R&D team has spent lots of time and a mediocre amount of effort in finding the solution - slap on some giant robot parts! For this challenge, you must build a contraption that gets a Kerbal from one end of the KSC airstrip to the other 0. The start is considered where the contr
  7. Using the new robotics hinges, rotors and pistons released with Breaking Ground DLC, build a catapult, trebuchet, onager, ballista, mangonel or just an overly enthusiastic Ferris wheel to fling a Kerbal to the Island Airfield. Since I'm still tinkering with the parts and not 100% this is possible (UPDATE: @neistridlar has categorically proved that it is!) there will be 2 leaderboards: Distance - Furthest distance from the launch site reached by your intrepid Kerbal Time - If anyone actually managed to reach the Island Airfield, then the entries will be ranked by fastest time
  8. This mod adds a PartModule that enable generic animations to move sub parts! Thus, it is a light-weight option for modders and players to use instead of the more advanced robotics mods out there. Even works for stock parts! When a part contains components that move (due to animations, gimballing or moving control surfaces), this part module can move any connected part in response. Thus, a part modder may add a moving boom, rotators, hinges etc without learning anything more than they already know from before. Parts are moved by using physical forces in the joints. This means that they
  9. I am in the process of making functional recreations of all the Thunderbirds and am currently working on Thunderbird 1. I have made a rough replica of the design that is able to do a vertical takeoff and turn horizontally. I had the idea of using robotics from the breaking ground dlc to make the extendable wings using hinges, however they don't seem to be stable. When going at highspeeds the wings just flail around making them useless, I am wondering if anyone has any idea on how to make extendable wings that work at high speeds
  10. So the problem i have right now is... i have my hinges and servos for the landing leg set to lock in custom action group 1 since unlocking them made my landing gears freak out and bounce my ship when landed. As you can see in the video, when i press action group 1, my parts starts moving especially the ones connected to my wing. In the video i kept pressing action group 1 in order to demonstrate this phenomenon. They just move around and stays there forever afterward. I have to launch the vessel again every time. The servos for my wing's rotation isn't set to my action group so
  11. Description Gecko KEMU Pure Stock + Breaking Grounds DLC Texture mods are Restock and Textures Unlimited Make sure to turn on SAS and enable Radial Out Press 1 to start walking (on repeat) Press 2 to jump or to crouch (on repeat) (jumping only available on low gravity planets) Press 3 stop all Reaction Wheels Press 4 Toggle Solar Panels I, K toggle Tail with Clamp J, L toggle Radar Arm A stock aircraft called Gecko KEMU. Built with 210 of the finest parts, its root part is probeStackSmall.
  12. KSP 1.9.1 64x, fresh install, no mods I have 2 different Rotation Servo f-12's that are mirrored with wings at the end, I'm trying to get them to fold out to give lift to my craft. In the VAB when I put them at their max angle they deploy fine, but when I launch the craft and try to deploy the wings only 1 side works. Removing 1 side from symmetry does nothing, even if I invert the angle value still nothing happens. Autostrut is not on(although this never affects anything) Inverting the direction of the servo causing the part that doesn't move to jerk to 1 direction, then it returns to th
  13. Hello, first time posting here I'd like to know if it's possible to change the direction of a motor in flight with the controller. I noticed in the KAL-1000 controller there's an option to "toggle motor direction" but I don't know how to use it. I included an image below: https://imgur.com/a/GigkXF0 I've tested it in flight and it doesn't change the motor direction when I play the rail. Any ideas?
  14. https://youtu.be/p26juO88sdw Image Gallery Kerbal X: https://kerbalx.com/InterstellarKev/Mastiff-Multirole-Transport-Rover Steam: https://steamcommunity.com/sharedfiles/filedetails/?id=2019855149 Control Cargo: K and I Keys Lower and Raise Control Doors.: L and J keys Open Close
  15. Description Welcome to the next generation of the planetary lander, the Shiva series. Capable of 3,200+ Detla-V Comes with 7 Nerv engines and 4 spark engines. Able to carry medium and light loads for transport. (small and medium dock ports) Seats 4. Ability to extract ore and convert to fuel. 2 ways to land upright or glide down for touch down using air brakes and gear wheels. Take her to the stars today! KerbalX: https://kerbalx.com/InterstellarKev/Shiva-ISteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1946814803
  16. I have encountered a possible bug/issue with robotics and a lack of power when one of my base modules in physics range (mun base) runs out of power. Every piece of robotics goes into slowmo when adjusting traverse rates and/or target angles -- by which I mean the animation is very, very slow and jerky - and the game misses some of the animation(s). The game sort of slows down - although that might just have been my PC and not the game. I resolved the issue by moving a few of the modules (those that have wheels due to a contract) to an orientation where they were able to get direct su
  17. Don't let this overwhelming power go to your head with the Kerbal Mobile Suit. Only trained Pilots allowed. Auto Pilot Available How to pilot: Press T (SAS) and use Radial to stay upright. Press 1 To Engage Walk Type (S, A, D) to maintain stability when needed. (warning q and e are reverse personal preference) Kerbal X: https://kerbalx.com/InterstellarKev/Kerbal-Suit-Mk-ISteam: https://steamcommunity.com/sharedfiles/filedetails/?id=1990404251
  18. KSP: 1.8.1 Windows 64bit Problem: Hinge leads to pinwheeling, see linked video. Mods installed: Both DLC and below. All the mods are current according to CKAN 1.26.6. Those marked are pre-1.8.0: AutomatedScienceSampler Chatterer ChattererExtended ClickThroughBlocker CommunityDeltaVMaps DistantObject DistantObject-default DockingPortAlignmentIndicator EasyVesselSwitch EnvironmentalVisualEnhancements KerbalAlarmClock KerbalEngineerRedux KerboKatzUtilities ModuleManager NavballDockAlignIndCE PlanetShine PlanetShine-Config-Default RealTimeClock2 Scatterer Scatterer-config Scienc
  19. I was wondering - is there a way to make this kind of contraption work? I would like to have a hinged telescopic arm support another hinged part so it can handle higher torque.
  20. Memory Mapped Files The closest example to this technique is kRPC, which I experimented with about a year ago when developing my F-22 drone racer. I discovered there was a significant delay between the server and client however. I was drawing a Vector3 representation every frame at my vessels position, which would fall further and further behind the craft as it's velocity increased. I have used Unity's uNet client and local server and have not experienced this lag before, which has me stumped on the cause. I would be interested to chat with someone who knows more about this mod, or anyone
  21. One of the things I want as a difficulty option is for the robotic parts to not wobble, or maybe have a slider that controls how strong the joints are, and have locking joints eliminate all wobble. I've got 2 craft that suffer particularly from this problem: a GLaDOS replica, a little robotic rover with a little head and a mech with a rather primitive run cycle. GLaDOS and the rover sometimes end up headbutting the terrain if I drive them too fast and the mech can't support itself and ends up doing the splits on the floor. I've never used infernal robotics, but from the stability of
  22. I've been trying to use the new robotic parts to make docking vessels on the ground (rovers) easier. I'm running into some unexpected behavior, which is causing my ground-docking attempts to fail. Often, explosions are involved. I'm wondering if others here have had success with what I'm trying to do. Without robotic parts, docking two vessels on the ground is frustrating, as everything has to line up perfectly. Often, what worked during testing doesn't work on a body with different gravity, or if the mass of one or both vessels changes. I'm trying to use the robotic arms to make doc
  23. I've been experimenting with the new robot parts, specifically pistons and hinges, as ways to either retract (using pistons) pairs of powered wheels into the body of an amphibious boat-base or lift them out of the water (using hinges); but I keep having problems. The pistons won't deploy at the same rate (even if they're set to the same rate and damping), they don't always extend to the full programmed length, and they just aren't very sturdy when extended. My hinged experiments have been much simpler, pairs of wheels attached to the hinges by the long girders, but when I trigger their action
  24. What does the damping on the new pistons and hinges do?
  25. One of the first things I tried to do with the Breaking Ground is make a quadrupedal robot in a similar fashion to BostonDynamics SpotMini. It... works. Barely This version has a "Stand" and "Walk" function, with work-in-progress "Sprint" function. It's almost uncontrollable without reaction wheels, but that's likely due to poor programming on my part, of which was a pain to do. The main issue with this style of quadruped that I found is that the servos don't move quick enough to get any decent speed from it, though it does still work. Here is a video showing it walking: https://yout
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