Jump to content

[1.3] IR Sequencer v1.0.3 - Add-On to Infernal Robotics (updated 05/06/2017)


Ziw

Recommended Posts

  • 2 weeks later...

Are you asking on the "Sequencer" thread for an update to IR for legacy IR parts?

BTW all of this does indeed work

 

For those having install / KJR issues

List of IR download files to work with KSP 1.2.2 courtesy of: @Agustin @V8jester

 

Steps to install Infernal Robotics

1) install Core Download which is the plugin and "core Files" of IR  (No parts are in this download)

2) Install Parts Pack (Legacy is the original parts, and Rework are the new white parts. You can have both installed if you wish)

3) Optional -  If you wish to use the Surface sampler (Install the Surfacesampler.dll into GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins)

4) Optional  - If you are using KJR you will need to use the supplied DEV Version Linked below.

 

Core Download

Infernal Robotics (Ziw) 2.0.10 https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.10/IR-2.0.10-Final-Core.zip

 

Parts

Legacy Parts (Ziw) https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/download/2.0.0/IR-LegacyParts.zip

IR Rework Parts (Zodiusinfuser) https://mega.nz/#!rdlHkLAJ!ZizDvd8s7zCIG529FtO8b7wM0avJ8yC3pldIaf6BGFw

IR Surface Sampler dll (Ziw) https://github.com/MagicSmokeIndustries/IR-Surface-Sampler/tree/master/GameData/MagicSmokeIndustries/Parts/Rework_Utility/Plugins

 

Utility

Thread link for IR Sequencer (Ziw) http://forum.kerbalspaceprogram.com/index.php?/topic/104547-12-ir-sequencer-v101-add-on-to-infernal-robotics-updated-30102016/

 

Kerbal Joint Reinforcement - Fixed for IR

"Dev version - use at your own risk"

Dev version of KJR (Ferram4) https://github.com/ferram4/Kerbal-Joint-Reinforcement

 

Please feel free to repost / update this list every so often to help a lot of the new comers

Edited by V8jester
Link to comment
Share on other sites

5 hours ago, Tirehtoori R.I.P said:

i would not recommend using joint reinforcement, makes things too stiff for natural movement when building a mech and will compromise stability @V8jester

 

Unless you build really delicate Mechs like my Stryder Mech :) That would have been a nightmare without physic less parts, Quantum Struts and KJR

Link to comment
Share on other sites

On 1.2.2017 at 8:56 PM, V8jester said:

Unless you build really delicate Mechs like my Stryder Mech :) That would have been a nightmare without physic less parts, Quantum Struts and KJR

aaa, btw i found a new way to stabilize mechs in running speeds of 15m/s and i will show it in my next design ^^

Link to comment
Share on other sites

  • 2 weeks later...

@Ziw

Would it be possible to add the ability to have servos move to next or previous preset as an option along side exact angle movement? I want to make a universal sequence for a rotatron with 6x radial symmetry on the child part, so I don't want to make 6 separate sequences for the servo. I can give more specifics if needed, but this is the simplest solution for me. Thanks! 

Edited by Svm420
Link to comment
Share on other sites

1 hour ago, SHiRKiT said:

Does IR Sequencer ignores Speed and Acceleration that's set on each of the parts?

I am pretty sure it ignores speed as you can set it when creating a sequence. I think it obeys accel though.

Link to comment
Share on other sites

4 hours ago, SHiRKiT said:

Does IR Sequencer ignores Speed and Acceleration that's set on each of the parts?

 

3 hours ago, Svm420 said:

I am pretty sure it ignores speed as you can set it when creating a sequence. I think it obeys accel though.

Actually both speed and accel are relevant when creating something. For instance my and @Tirehtoori R.I.P's walkers use speed and accel numbers in excess of 200+ during assembly, to get things moving fast enough.

Edited by V8jester
Link to comment
Share on other sites

On 23.2.2017 at 1:58 AM, V8jester said:

 

Actually both speed and accel are relevant when creating something. For instance my and @Tirehtoori R.I.P's walkers use speed and accel numbers in excess of 200+ during assembly, to get things moving fast enough.

@V8jester i need new inspiration for a new mech, my brain has literally run out of ideas on what to do now : / tried to make a Warhammer 40k Tomb Stalker few days ago but it ended in a failure...

Link to comment
Share on other sites

Have you made any hexapod robots yet? If not, how about recreating this? https://www.youtube.com/watch?v=sR4aj7tOwko

Here's the original concept render I made for it: http://id.tauniverse.com/Eyecandy/Renders/Full/Cybran_MFA1.jpghttp://id.tauniverse.com/Eyecandy/Renders/Full/Cybran_MFA2.jpghttp://id.tauniverse.com/Eyecandy/Renders/Full/Cybran_MFA4.jpg (Some of those top bits can spin by the way, as a kind of shield emitter)

Link to comment
Share on other sites

12 hours ago, Tirehtoori R.I.P said:

jester........ No, not another transformer :;D

 

2 hours ago, ZodiusInfuser said:

Have you made any hexapod robots yet? If not, how about recreating this? https://www.youtube.com/watch?v=sR4aj7tOwko

Here's the original concept render I made for it: http://id.tauniverse.com/Eyecandy/Renders/Full/Cybran_MFA1.jpghttp://id.tauniverse.com/Eyecandy/Renders/Full/Cybran_MFA2.jpghttp://id.tauniverse.com/Eyecandy/Renders/Full/Cybran_MFA4.jpg (Some of those top bits can spin by the way, as a kind of shield emitter)

I agree with Zodius (amazing work by the way.... Only how about this one :)

https://www.youtube.com/watch?v=yn3FWb-vQQ4

edit

I do believe you two unintentionally may have given me a challenge :)

Edited by V8jester
Link to comment
Share on other sites

On 27.2.2017 at 4:13 AM, V8jester said:

 

I agree with Zodius (amazing work by the way.... Only how about this one :)

https://www.youtube.com/watch?v=yn3FWb-vQQ4

edit

I do believe you two unintentionally may have given me a challenge :)

@V8jester @ZodiusInfuser that hexapod reminds me of Supreme commander Cybran T3-Brick for some reason :D alrighty i will craft it soon, probly same time as i make Overwatch Bastion too

Link to comment
Share on other sites

  • 5 weeks later...

mmmm mmmmm mmmmm finally i have been able to make a perfect model work of the Galactic colossus, its size should be satisfying, notice the "should" its roughly 10 times larger than the last version of the universal Colossus i made ages ago. Feast your eyes what can be made with Infernal Robotics :D

 

Link to comment
Share on other sites

  • 1 month later...
  • 1 month later...

Delete the .ksp one.

17 hours ago, Agustin said:

Should we delete the ir_ui_objects.bundle file in AssetBundles folder, or the ir_ui_objects.ksp? There is both files in the link above this post.

 

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...