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  1. I know this is likely down the line, probably after full release, but something I would like to see would be trailers. Cranes of sort. So that I may have a tractor unit rover that can attach itself to many different trailers forming a train so that I may have a cargo trailer for transporting cargo. Maybe a mining rig, crane and some way to connect/ disconnect trailers in a smoother more compact system than docking ports and motors. Maybe being a single part and articulating document like an omnidirectional hinge? Or maybe a rotating hitch to simulate a fifth wheel hitch for semi trucks. Who doesn't want to see a semi truck moving across duna's surface.
  2. I wish to get my program, which takes images from a camera then picks out objects based on their color, to be able to pick out the nearest of several identical yellow, plastic poles. One idea I have is to shine a colored light in front of the camera. The light will be about 3-4 inches away from the nearest pole, and the second-nearest pole will be about 2.5 feet away. This light will hopefully cause the pole to different than other of those yellow poles. My first question is, what color of light do you suggest I choose in order to get the illuminated pole to stick out against the other poles? There may be red and/or blue objects in the distance, but I can crop those out. The second question is, where can I find LEDs of the appropriate color and brightness that don't need any more than 5 volts. Thanks!
  3. One thing I miss when creating machines and other stuff with robotic parts are cogwheels, gears, screw gears, chain gears, etc... Basically ways to redirect rotational movement and amplify speed or torque. This would open a huge variety of possibilities. I don't know how hard would it be to program this in game or in a future DLC, or if it would be too much to ask for, but it would be awesome!
  4. Description Imagine the wind in your hair, the joy of the open road in all directions, fast and free with no restrictions, The Celeste Kusanagi provides features in a bespoke aesthetic and ergonomics, tailoring the fit and finish of the motorcycle to its owner. Create unforgettable memories riding past the valleys of Kerbal or even off-planet on worlds like Duna. Kusanagi will guide you where your heart desires to go. This is a STOCK (with DLC) craft no mods are required. Features Custom-designed bike wheels for a much more aesthetically pleasing experience. Fully animated speedometer and simulated instrument cluster Full first-person view through the windshield when using a camera mod (optional) for Kerbals to ride in first-person mode. Small light and nimble low part relatively low part count at 280 Driving Instructions. Press AG1 to get in the driving position and throttle up using the main throttle (shift z, or x keys) Action Groups Main Throttle mapped wheels to a Kal-1000 (shift z, or x keys) controls the speed of the bike AG1 Reset riding position and control from the command chair. AG2 Reset and control from Probe For the Windshield, you will need to download the flag for it if not it will default to a white flag. download links below place them in your flags folder. If using Steam - (SteamLibrary\steamapps\common\Kerbal Space Program\GameData\Squad\Flags) https://www.dropbox.com/s/uq7q26yxa6o7d6p/Window70.png?dl=0 https://drive.google.com/file/d/1xossmFYxo6byKkPonEiosd68Un4GK2YD/view?usp=sharing A stock aircraft called Celeste Kusanagi. Built with 280 of the finest parts, its root part is strutCube. Downloads https://steamcommunity.com/sharedfiles/filedetails/?id=2874790665 https://kerbalx.com/InterstellarKev/Celeste-Kusanagi
  5. Hello, this is my first part release so please bare with me. I dont know how to make a fancy page yet. JxFab Utility Systems JxFab Utility Systems is the start of a parts pack that will add on to the robotics category of the Breaking Ground DLC. Currently there is one part type, the straight rail. There are four lengths of 5, 10, 15, and 30 meters, The straight rail comes in three variants. I plan on adding additional robotics parts to this pack, such as curved rails and rotational station hubs. DOWNLOAD LINKS Current Download: https://github.com/JackATac98/JxFab_Utility_Systems/releases/tag/v0 Dependencies This mod requires the Breaking Ground DLC to work! (I am working on a version that uses Infernal Robotics) KSP version 1.12.2 License This work is shared under CC BY-NC-SA 3.0 license.
  6. MS-02 ZEPHYR - ENHANCED MOBILE SUIT Type: SPH Details Class: ship Part Count: 360 Pure Stock KSP: 1.12.1 Description After the successful prototype of KMS-01, further R&R results in a much slimmer, scaled down version with enhanced mobility and function. Zephyr is geared to handle within the Kerbol system. Multi rolled can be used for Construction, First Responder, Military application and the list goes on. Able to recover from falls and with smaller frame means it will be more stable than previous models. Since using new flag systems for body parts you can customize each aspect of the unit with your own colors. Included will be 3 camos and a multitude of different color packs. ( links will be in description or comment section) Interchangeable parts will allow you to customize and use the main frame as a stepping stone if you choose. (recommended different head styles to compliment or different hands (default grab units) Action groups have been designated to dedicated KAL9000 Robotics. All parts are fully stock with only using DLC for required usage. No need to download flags if you choose not to but HIGHLY recommended if you want the full look for the mobile suit. Ship Color will be the red / white variant of C7 design but please mix and match and use your imagination. (default flag colors are named, window3.png (white), windowtint.png (grey) Red.png (well for red) and Default flag C7 aerospace) Action Groups and Pilot Instructions Toggle SAS and set navigation to Radial Out Gear to toggle Antenna head and AG5 to toggle hidden antenna AG1 to Stand AG2 to Walk (Note: Default stable run speed is 1.6 speed at around 4.0 -5.5 m/s can increase to 1.4 and get 6 - 7 m/s but will fall more often) AG3 Sit and Stand animation (Note: can sit on objects and use this to start tilting forward. Once in position you can hit AG1 to stand up if you fall over. This is also needed to dock and undock kerbals in cockpit. AG4 Kneel ( used to conserve energy. Once in kneel position you can turn off SAS Further Notes When launching I recommend using Unlimited Energy (all mechs on ksp use a TON of energy you can use it without it does not take long to fully charge) (You can turn on unbreakable parts/crash damage if you would like but I usually run with this off. Make sure if you are falling or tripping over to fall either chest first or back. Main things that will explode are the navigation lights and arms if moving on hard drops.) The Root part to move the unit is the back radial docking port. Attach to docking. Use this to easily dock with other craft to transport this unit to other sites by flying transport aircraft or to take off planet. Will not fit in a standard MK3 Cargo unit will need to have a custom cargo bay. Other than that have fun! Download Links Flag Links https://www.dropbox.com/s/kcox4xl96y8rgfo/InterstellarKevs%20Custom%20Flags.zip?dl=0 or download individually https://www.dropbox.com/home/KSP/InterstellarKevs Custom Flags Craft Links https://kerbalx.com/InterstellarKev/MS-02-Zephyr https://steamcommunity.com/sharedfiles/filedetails/?id=2545517240
  7. Do you think there be robotic parts in KSP 2? Will they be added in the base game or in a DLC? I really hope they add robotic parts in KSP 2, so I can make cranes, excavators, and other equipment in KSP 2. If they do add it, I want them to be procedural, where I can make a hydraulic cylinder really long, really short, wide, or skinny. Also, telescopic crane booms similar looking to Liebherr's TELEMATIK system, and NON-FLOPPY ROTATION SERVOS, SOMETHING VERY SIMILAR TO CRANE SLEW RINGS. Also for VTOLs and similar things.
  8. 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 been a few threads discussing the issue, here's one of them: I am still struggling with this bug, and have not found a satisfactory way to dock vehicles on the surface. Using the 'Klaw' instead of docking ports doesn't help, the same ship destruction occurs. I am looking for suggestions to successfully dock vessels on the surface, I'm hoping someone has found a way to mitigate the surface docking bug. I realize there are several mods which would make surface refueling possible. I do not use mods, so that suggestion would not be helpful to me- although other players may find those suggestions helpful. Any suggestions for docking surface vessels (rovers, or rover to large ship) would be appreciated.
  9. 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 contraption spawns at launch, the end is the end of the airstrip. 1. You may use NO rockets for propulsion, as this is sports after all. Instead, you must use the Breaking Ground robotic parts (e.g. rotor, servo, hydraulic piston) to somehow get the contraption across. If you somehow manage to find a way without the Breaking Ground DLC, go ahead! 2. RCS can be used, but only for rotation and not as a means of propulsion. 3. The contraption must cross the finish line along with the Kerbal. 4. Propellers aren't allowed either, rotors are though. 5. Structural blocks and all other non-propulsion blocks are OK. 6. No motorised wheels. You can use non motorised ones, or custom (rotor) ones, but no powered stock wheels. 7. No mods please! 8. I don't care how you go cross the line as long as you comply with the above rules. Bouncer? Wheels? Exoskeleton? The only thing that doesn't count is making the construct so tall that you only need to fall towards the finish line to cross it, or gaining an advantage that way. Post your submissions below as a video with your supposed time next to it, I'm excited to see what you all make!
  10. 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
  11. 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 they shouldn't interfere with me locking bottom robotics. Here is the link to my craft file. https://www.dropbox.com/s/oajcn7o6mzuwlwx/MY bubble test.craft?dl=0 I havent used any mods for this vehicle. I have enabled autostrut and rigid attachments pretty much everywhere except the robotic parts since they stopped working when i turned autostrut on. And is there a way to stop my centre core of ships rotating? I just want the engine and wing part to rotate while the centre part of the ship stays balanced. And how do i stop my wings from wobbling even tho i have enabled autostrut on? Thank u in advance. Edit- there is a canard attached to the tail which seems to move together in the video. I disabled all the control surface on them so that it doesn't move on its own. (Just wanted to let you know that it isn't caused by it) edit2) if anyone wants to download the vessel and check what’s causing it, here’s how to do it. 1-spawn the vessel. 2-Use kal1000 or rotate servos so that engine is pointed downwards.(where the tiny con is located is the intake) 3- takeoff and press 1.(action group1 to unlock robotic parts at the bottom for landing gear) 4-Press 3 to use robotics for landing gear. Retract the gear with g key. 5-use wing servos to control the thrust vector. then if u keep pressing 1 u will see there definitely is a problem.
  12. 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. Built in the SPH in KSP version 1.9.1. Details Type: SPH Class: rover Part Count: 210 Pure Stock KSP: 1.9.1 Highly Recommend Turn on Infinite Energy. Does have enough to travel a few hundred meters before needing a charge. Downloads: https://kerbalx.com/InterstellarKev/Gecko-KEMU https://steamcommunity.com/sharedfiles/filedetails/?id=2107158480
  13. 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 the centerline. Link to video showing what happens: https://youtu.be/kxdKusQWITs Output_log.txt: https://drive.google.com/file/d/1gPgQ38dIR7sEKy79BDhLioxJut4qX9cF/view?usp=sharing
  14. 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?
  15. 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
  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 sunlight, but I thought I should warn others of a possible problem that they might encounter.
  17. 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
  18. 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
  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. 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 ScienceRelay StageRecovery StockVisualEnhancements SVE-MediumResolution SVE-Sunflare TacFuelBalancer TextureReplacer Toolbar ToolbarController Trajectories TransferWindowPlanner PRE-1.8.0 TriggerAu-Flags unBlur PRE-1.8.0 UNDOCKINATOR PRE-1.8.0 VaporVent WaypointManager xScienceContinued Reproduction steps: I have a station en route to Minmus. The station uses 2 of the hinges to deploy solar panels. Launched, extended and performed trans burn no problem. Switched to Space Center and a few Kerbal days later switched back. The result is here, sort of amusing (10 second video, about 14MB). Anyone seen this before and short of redesigning without the hinge, how can i fix it? My mod list is above in case one of these is the issue (I sort of doubt it.). Note that in the same game save I have a hinge in a shuttle as part of a grabber arm and it works fine. Update: Reduced mods to just these two, as they have parts on some of my craft. KerbalEngineerRedux (1.1.7.1) VaporVent (1.1.10) Switched to station and still pinwheeling. Homer
  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 some of the craft built using it, it appears people have a better time controlling craft that use the IR joints, while craft that use the official joints are floppier. What do you think?
  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 docking vessels on the ground easy. Here's an example rover. Has a small servo, small hinge, small piston, another small hinge, and a Dock Port Jr. The arm has enough articulation and extension available to reach and align with docking ports at various heights. However, here's what happens. One vessel (sometimes both) is thrashed violently. Sometimes ends in explosions. Sometimes ends with one vessel flung away. This one is probably going to end with a bang.. What appears to be happening is during docking, one docking port instantly changes it's orientation, dragging the vessel it's attached to along with it. Here's one example: Here's another example. The docking ports were lined up perfectly, but ended up looking like this after they joined. I'm using a stock game, 1.7.2 (2555), with Making History and Breaking Ground, no mods. I've tried different size docking ports and robotic parts, with similar results. Auto struts is disabled (although I tried auto struts on as well). I'm stumped.
  23. 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
  24. What does the damping on the new pistons and hinges do?
  25. 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 group they don't move. They swing up eventually, but not all of them. At the moment my experimental base has about 20 pairs of upswinging powered wheels, and maybe my computer can't handle so many movements. Has anyone else had better luck with retractable powered wheels? I'm trying to develop an amphibious base for Eve, so the wheels pretty much have to be the TR-2L Ruggedized wheels and the experimental bases mass in the 90 to 200 ton range. This is what I'm doing with hinges. And this is what I'm trying with pistons.
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