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  1. [Edit: For the updated stand-alone version of this tutorial, go here] So I started off getting my video recording & editing software back so I could make an animated GIF for reddit to showcase my robotics powered rover deployment system. But of course I ended up remembered how much fun doing videos can be, and wanted to share the method I found that took my programming time from 3+ hours to less than 1, so the 6+ hours I'd spent programming the arm & doing a comedy showcase GIF ended up spiraling into another 8+ hour editing session. I think it's my most polished video t
  2. So I had a thought today, "Would mecanum wheels work in KSP?" The answer is: Yes. They do, in fact, work. For those wondering what mecanum wheels are, they are wheels that allow lateral (sideways) movement. They are wheels that are made with smaller wheels/rollers around their circumference of them, canted at a 45 degree angle from their center axis. I made a short video demonstrating a drivetrain in KSP using them: https://www.youtube.com/watch?v=UbCuh1aUn1o& I'm not entirely sure what applications you could use this for in KSP, but it is interesting that they work in
  3. What it does Adds the ability to "slave" one robotic servo to another. When you change the master's target angle, it automatically adjusts the slave's angle accordingly. Automatically takes care of updating the slave's traverse speed and damping, too. Locking the master will lock all its slaves, too. Lock an entire limb with one click! Can slave as many servos as desired to one master. Can toggle a hinge's "slaved" status on/off, either in the editor or in flight scene. Super simple UI makes it a breeze to set up complicated robotic limb motions that are co
  4. The KAL-1000 is brilliant but it needs some work to make more complex contraptions. Specifically, we need a way to save/store/copy KAL tracks the same way we can save/store/copy subassemblies. Currently I haven't found any way to do this; even saving the entire craft then merging the save will have both KAL controllers talking to the originally-open version's servos. It's also super clunky to, say, replace a servo with a heavier version if the original didn't work, since you have to reprogram the new one from scratch. My proposal: Make KAL scripts persist when merging craft that con
  5. I hope this hasn't been posted yet, didn't find anything. It would be nice to be able to add regular parts to the KAL robotics controller, like deployable solar panels, landing gear, etc. I'm trying to put solar panels on a hinge but they deploy too soon. Being able to sync them with the robotics stuff would be really useful.
  6. 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
  7. For the latest v02 Pre-release compatible with KSP 1.1.2 follow this link This project aims to provide players with a variety of robotic, structural, and utility parts to enhance their unmanned (or manned) space missions in KSP! All parts have a unified design, with a near-future look. What can you do with Infernal Robotics and the Model Rework? (Thanks to Darren9 for the trailer!) Imgur Album: http://imgur.com/a/Pq54J NOTE: This thread relates to the remodelling effort for Infernal Robotics. All issues, queries and suggestions concernin
  8. So i recently installed infernal robotics and the janitor mod in the latest version. Yet the parts for infernal robotics show up but not the menu to move the parts and the menu for the janitors closet. Did i do something wrong?
  9. In the interest of creating a proper VTOL similar to the F-35C or Harrier, I've been trying to work on creating a powered, locking hinge assembly that would allow an engine to be undocked, rotated 90 degrees, and redocked, reversibly and repeatedly, using only action groups. I've worked on it for quite a while and I've never been able to get it perfect. Here's the closest I've come: So the challenge is this: create a rotating assembly, in stock, that uses action groups to complete a powered 90-degree rotation that can be repeated indefinitely. Level 1: Create and demonstrate o
  10. i made a mech suit and made it look really nice (i think) and realized after a few tries that IR sequencer was deleting all my progress on "programming" a walk cycle i figured it must be a glitch and if someone could help me out by either helping me fix the problem or doing the suit's walk cycle for me that would be very much appreciated
  11. AXON Robotics Hello, and welcome to, er, this page. I've seen several people do craft repositories for their creations, and I thought I would do the same At the moment, the list of craft is quite small, and it's all military, but eventually, I'd like to expand it to include pure stock craft, such as scouting drones or submarines. Currently, I 'specialize' in making naval ships and planes, though I daresay the planes are better than the ships Anyways. Enjoy the craft, and if you try them out, make sure to tell me what you thought of them Naval Fo
  12. Is there a mod that allows me to program actions ahead of time. For instance, I would like to use remote tech for added comms delay realism, but for it to work properly I need to be able to program a robot (which can range from a probe to a rover) to behave according to my specifications, given certain sensor or navigation inputs), effectively, robot programming. Is there a mod that allows me to do this? Does infrenal robotics do this?
  13. First of all, I know there already are mods that offer this. But the problem with them is control. Setting angles is not only hard, but it also takes way too long to do even the simplest tasks. But I have no problem with Infernal Robotics about that. After all, that mod isn't focused on just one thing. I'm looking for a robotic arm that would be much simplier to control. Ability to take a module from the station and move it to another node in less than 30min would be enough for me. Any mods/solutions?
  14. I'm trying to build a forklift/platform lift using the Klaw and the Infernal Robotics actuators. But regardless of where it is mounted, if the frame that the klaw is mounted to moves upwards, the klaw resists and deforms the frame.
  15. Im making a robotic arms pack and i cant figure out how to make attach nodes rotate with the parts. any help would be nice.
  16. You never forget your first Atlas encounter... Mechs are awesome. It is time for us to enjoy a mechanical challenge. Rules Build your mech, MUST BE A WALKING mech! No prebuilts. Run your hot lap on the Monolith Speedway Capture your mission time or video showing your best time. The Monolith Speedway - Grand Prix mod Mods Not Permitted: KOS, any automation beyond IR and its sequencer, self balancing mods. No Wheels Permitted: Beyond the above, any! You will need the below: Kerbal Ko
  17. Not sure what is going on here. Using magic industries , tweakscale, community tech tree. (and a some more) The problem Tweakscale doesnt work. And no robotics, though i do got the robotics icon in my game screen (and also in the rocket build buildings) Also if i go to my science building also no robotics show up, where they should show in the research tree they're gone ?. And when creating a new game, it doesnt ask me what for techtree to use ??? (removing and adding tweakscale doesnt solve. I'm using latest KSP steam. And CKAN mod manager. installed mods
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