Jeast

[1.1.x] Canadarm v1.71 (5 June 2016)

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Canadarm

Canadarm.png

Canadarm v1.71
========================================
Canadarm 1 for KSP.
This is the Space Shuttle Canadarm. Compatible with the stock cargobay (long verion), Decqs Space Shuttle System, CSS by Dragon and the One Piece Shuttle by MIKE-NZ.
ModuleManager adds a node to the cargobays for attachement.

For the best Space Shuttle experience I recommend Decqs Space Shuttle System

********************************
****** LICENSE ******
*******************************
http://creativecommons.org/licenses/by-nc-sa/4.0/


********************************
****** DEPENDENCIES ******
*******************************
-    Modulemanager (included)
-    Infernal Robotics (https://github.com/MagicSmokeIndustries/InfernalRobotics/releases/latest)
-    Kerbal Attachment System (http://forum.kerbalspaceprogram.com/threads/92514-0-24-2-Kerbal-Attachment-System-%28KAS%29-0-4-8-Fixed-for-0-24-2-x86-x64-%29)

********************************
****** RECOMMENDED ******
*******************************
-    Rasterpropmonitor (https://github.com/Mihara/RasterPropMonitor/releases/latest)
-    Kerbal Joint Reinforcement (http://forum.kerbalspaceprogram.com/index.php?/topic/50911-112-kerbal-joint-reinforcement-v317-43016-now-with-win64-compatibility/)

********************************
****** INSTALLATION ******
*******************************
-    Install all dependencies
-    Extract folder content to your KSP/Gamedata folder
-    (optional) Extract subassembly file to your KSP/saves/profilename/subassemblies folder

********************************
****** ASSEMBLY ******
*******************************
-    Nodes are automaticly added to the stock, CSS and Space Shuttle Pack cargobays
-    Attach the Shoulder part to the node
-    Attach the Upperarm to the shoulder
-    Attach the Lowerarm to the upperarm
-    Attach the Wrist to the lowerarm
-    Attach the Endwrist to the wrist
-    Attach the End to the endwrist
-    (Optional) Attach the grapple port to the object you want to lift

-    Change the camera id's on the End and Lowerarm parts (right click on them), they both are 1 at default. Make sure they have unique id's.


********************************
****** FEATURES ******
*******************************
-    Working smooth, no wobble!
-    Camera in effector and on lowerarm, for IVA use (optional by using RPM)
-    Effector uses magnet. This is not realistic but this is the reason there is no wobble. And you can pick up Kerbals with the arm!
-    Alternatively you can use the supplied grappling port. This port can be attached to the object you want to lift (pro tip: use KIS/KAS to place the grapple port while on EVA)


********************************
****** USAGE ******
*******************************
The mod adds an attachment node to the CSS, Onepiece and stock cargobays. This is where you should attach the Shoulder part. The shoulder part cannot be surface attached!
The Canadarm uses IR for the moving parts and KAS for the effector magnet. You can create presets in the VAB (recommended).
To "grab" stuff with the effector you have to enable the magnet. It is recommended to map this to an action group in the VAB.
The arm and the magnet both use electrical power so keep this in mind when using the arm. There is a camera mounted in the effector wich you can use via Rasterpropmonitor
Beside the magnet you can also use the supplied grappling port instead.


********************************
****** KNOWN BUGS ******
*******************************

 

********************************
****** DOWNLOAD ******
*******************************

Spacedock: ( http://spacedock.info/mod/694/Canadarm )

Github: ( https://github.com/Jeast85/Canadarm/releases/latest )


********************************
****** CHANGELOG ******
*******************************

v1.71

        BugFixes
        --Fixed version problem where RPM was not working
v1.7

        Features
        --Grappling port added
        
        BugFixes
        --RPM fixed and re-enabled
v1.62

        BugFixes
        --Disabled RPM temporary due to shifting CoM
v1.61
        
        BugFixes
        --Changed textures from MBM to DDS to fix the black textures and reduce size
v1.6

        Features
        --Updated to KSP 1.1
        --Model reworked from scratch
        --Textures redone from scratch
        --Optimized by reducing texture numbers, all parts use one texture now
v1.51

        BugFixes
        --MikeNZ's shuttle cargobay node fixed
v1.50

        Features
        --added new meshes and textures
        --added rotation joint axis to the lowerarm
        --removed angle lock on upperarm pitch
v1.00

        BugFixes
        --fixed black lines on textures
        --removed extender
        
        Features
        --added camera to lowerarm
v0.96

        BugFixes
        --parts unclickable in VAB and 3d world. Colliders fixed
        
        Features
        --added mini AVC for version checking
v0.95

        Features
        --release version

 

 

If you find any bugs/issues or have suggestions, let me know!

Tutorial video (old but still valid):

 

 

Old version video showing IVA activity (IVA coming soon!):

 

 

Edited by Jeast
Update v1.71

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Very cool. I used the 0.96 version and it works very well.

Is there a Chance to make a Canadarm 2 based on this arm?

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Very cool. I used the 0.96 version and it works very well.

Is there a Chance to make a Canadarm 2 based on this arm?

Yes thats possible. Have you tried the Kerbadarm? That is a Canadarm2. If that one does not suffice I could work on it.

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Great job Jeast.

Will try it. And if there is no wobble as you wrote you are the God of arms.

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Hmm maybe too much of a bold statement. I am going to change it to Almost no wobble. I dont want to be sued by an unhappy American user :P

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Is there an angle-lock for the lower arm? That is, when increasing the shoulder angle, does the elbow angle decrease at the same rate to keep the lower arm locked in its relative position?

'cause that'd be cool. 8)

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Wich part are you trying to attach the arm to? The stock MK3? It only fits in the long version.

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Updated to 1.50

v1.50

BugFixes

--MikeNZ's shuttle cargobay node fixed

Features

--added new meshes and textures

--added rotation joint axis to the lowerarm

--removed angle lock on upperarm pitch

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Ok, downloading this when i get home for my shuttle series i have planned

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Wow. That is really fantastic! Great job. Good video.

Thank you!

- - - Updated - - -

Ok, downloading this when i get home for my shuttle series i have planned

Cool! Let me know how it works out.

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Updated to 1.51. Fixed a problem where the attach node in Mike-NZ's shuttle was way off.

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Hey Jeast, mod has been working flawlessly until today. It now seems that Canadarm passes through any object, like it's a ghost or something.

I ran a fresh install of ksp and put in only the 4 mods needed to run it, and the arm still passes though everything. Any ideas?

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Hey Jeast, mod has been working flawlessly until today. It now seems that Canadarm passes through any object, like it's a ghost or something.

I ran a fresh install of ksp and put in only the 4 mods needed to run it, and the arm still passes though everything. Any ideas?

Srry for the late reply. Is the object you are trying to grab docked to the shuttle? There is no colission when docked to self.

- - - Updated - - -

just wondering, what update of this mod works on ksp 1.0.2?

They should all work if you meet the dependencies.

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