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Anyone care to make some simple models?


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Hi.

I've tried making models several times but seems like I have little talent to this. It takes enormous effort and time from me and results are not very satisfying. I'm way better in writing code. So I wrote a piece of code - a mod that can make good addition to Infernal Robotics and adds some nice physics effect - you can make certain parts of the same vessel able to collide with each other. This partly could be seen as a revival of old Ferram's mod The Colliders Strike Back, but not so radical - you can select on per-part basis which part will collide with others. Another feature is ability to lock parts together.
Here's a demo of what it does:

 

I used standard parts for the demo, but it would be nice to have specialized ones. Something like locking pin and part with corresponding aperture plus some rails and parts that can slide on them.

Does anyone want to give it a go?
 

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  • 2 weeks later...

Very cool!! For that part in the video are you able to restrict the alignment angle or does it just lock based on if the colliders touch? Have you got any other example uses for such a part? I am just thinking that if you're primary use-case for the part is with Infernal Robotics, I could be persuaded to do a Rework style model for it if Tokamak doesn't come back with something. I already have a reference in mind (based on my own work on robotic connectors): https://naturalrobotics.group.shef.ac.uk/publications/2014-iros-parrott.pdf

Also, what's the rail part meant to be?

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1 hour ago, ZodiusInfuser said:

Very cool!! For that part in the video are you able to restrict the alignment angle or does it just lock based on if the colliders touch? Have you got any other example uses for such a part? I am just thinking that if you're primary use-case for the part is with Infernal Robotics, I could be persuaded to do a Rework style model for it if Tokamak doesn't come back with something. I already have a reference in mind (based on my own work on robotic connectors): https://naturalrobotics.group.shef.ac.uk/publications/2014-iros-parrott.pdf

Also, what's the rail part meant to be?

Yes, lock halves must be aligned to connect, it's being checked in the code. Allowing internal collisions could be useful even standalone, like not letting stuff protrude out of cargo bay, but to have moving parts you really need to use IR. 

There is another potential use - docking without really merging ships together, pretty much the same that KAS magnets do, but in more reliable and controllable fashion. I've added the code for this, but not really tested it yet :D

This looks like a good fit for the amazing parts from your PDF.

I have several contraptions that could really benefit from those parts, and one of them needs rails and bumpers, I'll post later,  when I get my hands on PC.

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Ok, so use-cases for proposed parts. First one is pretty straightforward. I once tried to find out why my IR-enabled machines often got wrecked after several pack-unpack cycles. The reason is - when the vessel is packed (for timewarp, leaving the scene, saving), first, joint position and rotation is recorded, then physics engine releases any strain applied to the joint. After that you exit timewarp or load the scene again, rotation restored to previously saved value and strain re-applied resulting in joint moving away from that recorded position.

Here is the crane.

Z9OqUWX.png  

 

Here I just entered and exited timewarp 5 times:

 

E5adDwy.png

 

Placing lock halves on the cabin and boom fixes this. And important note - this can't be fixed in any reasonable way in IR code. Current Unity does not expose forces and torques applied to the joint. Upcoming release will do that, but it probably will also break all the mods.

 

Second use-case - I have this spaceplane with very spacious cargo bay, made out of Procedural Fairing halves. Upper half can be raised and lowered by IR-hinges, but when it is closed, it dangles like a jelly. I use Active Struts to hold it steady, but still halves can't be  aligned nicely. Placing four locks there could fix it. 

fvKxjRK.png

 

Third - I have a sub-orbital hopper on the Mün that is being kept in the Hangar. To get to and out of hangar it uses some sort of detachable chassis. It was working as in the video below until latest KAS update. Of course, it can be redesigned for using a simple pair of docking ports, but if I put that rails on the chassis and bumpers on the hopper, no docking needed and the whole thing will be quite simple to operate. 
(Not blaming KAS, IgorZ made the right thing)

    

And finally, enabling all internal collisions for particular part.

cVZX2mm.png

 

While normally it would look like this:

 

y2sCxxL.png

Edited by whale_2
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Cool! Is the locking mechanism a standalone plugin from the collision changes? I can definitely see it having a place as part of the IR rework if you are interested, either within the mod or as a part that works when your mod is installed, like the existing IR-themed KAS Magnet. We can discuss privately if you wish.

I still cannot picture how the rails and bumpers would fit in though. Are they just special parts that have collision enabled, so that you don't have to set a toggle on normal parts?

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46 minutes ago, ZodiusInfuser said:

Cool! Is the locking mechanism a standalone plugin from the collision changes? I can definitely see it having a place as part of the IR rework if you are interested, either within the mod or as a part that works when your mod is installed, like the existing IR-themed KAS Magnet. We can discuss privately if you wish.

I still cannot picture how the rails and bumpers would fit in though. Are they just special parts that have collision enabled, so that you don't have to set a toggle on normal parts?

Yes, they are two different PartModules, but locking without internal collisions is much less convenient. If your lock halves can pass through each other, proper alignment is much harder. But nevertheless it is technically possible to use them independently, maybe inter-vessel lock is a valid case.
 

You're right, rails and bumpers are more like placeholders for intra-collisions, instead of having a toggle for each part. I'm not sure it worth attaching this module to every part, it clutters save file, RAM and part context menu, besides that intra-collision are somewhat CPU-costly. Additionally, I think as game physics changes here, visual identification of places where it behaves differently makes sense.

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  • 3 weeks later...
That was easy.
I'm not sure what you mean by the rails. 
Did you want a linear rail device like a slider on a track? Can you give a real world example?
Just BTW, the parts I've drawn will not automatically align themselves without code to make that happen.
You might want to consider a round analogy of this part.

ifDF5jo.png

Edited by Dr_Goddard
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4 hours ago, Dr_Goddard said:
That was easy.
I'm not sure what you mean by the rails. 
Did you want a linear rail device like a slider on a track? Can you give a real world example?
Just BTW, the parts I've drawn will not automatically align themselves without code to make that happen.
You might want to consider a round analogy of this part.

 

Hi,

Thank you for looking into this. I should have written it earlier, ZodiusInfuser made a different model, far superior to my crude sketch and in current IR Model Rework style. However, if you'd like, this one could be made into working part too.

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Regarding the rails and slider - the closest real-world thing I can think of is this boat trailer - the boat rests on the black rails. The difference is that in KSP the boat would usually fall through them. Idea is to have a placeholder for intra-collisions, I don't think enabling them everywhere is a good idea. 

EZ-loader-boat-trailer.jpg

However, I think black color should be replaced with something more "spacey" :) 

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4 minutes ago, Dr_Goddard said:

So the function would be to attach an object and move on rails? @zodiusinfuser and I are good friends, no problem there. Whatever models make you happy.

Not really. If you watch a video in the top post, you'll see that girder segments push against each other, while being the parts of the same vessel. Normally they would just pass through each other. So function is to attach to some place where you want to prevent the other part from passing through (provided that similar rail or bumper is attached to that other part).

On that video I just modified girders so that they can't pass through each other, but it's better to leave them as is and have special part for this.

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2 minutes ago, ZodiusInfuser said:

Clearly I am missing something. What is supposed to happen once they are engaged and get in range of each other? https://drive.google.com/open?id=12BSTFqDgVNeKy9ZqtlMNUKiiY5OGnW2W

Hmm, the indicator should turn red, sound of actuator should be started and after that it should lock, with indicator turning green. 

Can I take a look at your log file?

That's how it looks for me:

 

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I'm guessing this is the relevant bit?

[LOG 23:52:26.709] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9949711; dotfwd = 0.0001602494; offset = 0.1836627
[LOG 23:52:26.711] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9949711; dotfwd = 0.0001602494; offset = 0.2044022
[LOG 23:52:46.459] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9966115; dotfwd = 0.0002155165; offset = 0.1157446
[LOG 23:52:46.460] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9966115; dotfwd = 0.0002155165; offset = 0.1338332
[LOG 23:53:05.908] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.997785; dotfwd = 0.0001833331; offset = 0.003118726
[LOG 23:53:05.910] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.997785; dotfwd = 0.0001833331; offset = 0.006439521
[LOG 23:53:06.325] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.997149; dotfwd = 0.0007626858; offset = 0.005323868
[LOG 23:53:06.326] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.997149; dotfwd = 0.0007626858; offset = 0.005371158
[LOG 23:53:06.359] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.997116; dotfwd = 2.724124E-05; offset = 0.004105757
[LOG 23:53:06.360] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.997116; dotfwd = 2.724124E-05; offset = 0.006108232
[LOG 23:53:06.663] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9971123; dotfwd = 0.0007672475; offset = 0.005456313
[LOG 23:53:06.664] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9971123; dotfwd = 0.0007672475; offset = 0.005284217
[LOG 23:53:06.910] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9970024; dotfwd = 0.0002466122; offset = 0.004981198
[LOG 23:53:06.911] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9970024; dotfwd = 0.0002466122; offset = 0.005460859
[LOG 23:53:06.994] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9971457; dotfwd = 0.001001752; offset = 0.006003884
[LOG 23:53:06.995] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9971457; dotfwd = 0.001001752; offset = 0.005608961
[LOG 23:53:07.012] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9971066; dotfwd = 0.0002902738; offset = 0.004936226
[LOG 23:53:07.013] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9971066; dotfwd = 0.0002902738; offset = 0.00602358
[LOG 23:53:07.310] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9971107; dotfwd = 0.0007999936; offset = 0.005567428
[LOG 23:53:07.311] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9971107; dotfwd = 0.0007999936; offset = 0.005266307
[LOG 23:53:07.527] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9973278; dotfwd = 0.0004757282; offset = 0.00353981
[LOG 23:53:07.528] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9973278; dotfwd = 0.0004757282; offset = 0.007087805
[LOG 23:53:07.578] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9975336; dotfwd = 0.0006433404; offset = 0.002475326
[LOG 23:53:07.579] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9975336; dotfwd = 0.0006433404; offset = 0.007038346
[LOG 23:53:07.596] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9975777; dotfwd = 4.47611E-05; offset = 0.001256313
[LOG 23:53:07.597] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9975777; dotfwd = 4.47611E-05; offset = 0.008250913
[LOG 23:53:07.661] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9977821; dotfwd = 0.001093575; offset = 0.003096957
[LOG 23:53:07.662] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9977821; dotfwd = 0.001093575; offset = 0.009238591
[LOG 23:53:07.678] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9977862; dotfwd = 0.000325418; offset = 0.002372434
[LOG 23:53:07.679] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9977862; dotfwd = 0.000325418; offset = 0.009974854
[LOG 23:53:07.878] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9982311; dotfwd = 0.0006986723; offset = 0.00375555
[LOG 23:53:07.879] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9982311; dotfwd = 0.0006986723; offset = 0.01154836
[LOG 23:53:08.078] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9985087; dotfwd = 0.0005166611; offset = 0.00721726
[LOG 23:53:08.079] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9985087; dotfwd = 0.0005166611; offset = 0.01416866
[LOG 23:53:08.112] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9986644; dotfwd = 0.0005598914; offset = 0.007243291
[LOG 23:53:08.113] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9986644; dotfwd = 0.0005598914; offset = 0.01415038
[LOG 23:53:08.128] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9986743; dotfwd = 2.386179E-05; offset = 0.008456149
[LOG 23:53:08.129] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9986743; dotfwd = 2.386179E-05; offset = 0.01529425
[LOG 23:53:08.479] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9987033; dotfwd = 0.0006957446; offset = 0.008219571
[LOG 23:53:08.480] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9987033; dotfwd = 0.0006957446; offset = 0.0149885
[LOG 23:53:08.729] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9986273; dotfwd = 0.0003292914; offset = 0.008519008
[LOG 23:53:08.730] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9986273; dotfwd = 0.0003292914; offset = 0.01537127
[LOG 23:53:08.813] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9987288; dotfwd = 0.0009662785; offset = 0.008634325
[LOG 23:53:08.814] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9987288; dotfwd = 0.0009662785; offset = 0.01518589
[LOG 23:53:08.829] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9987037; dotfwd = 0.0002985611; offset = 0.009200686
[LOG 23:53:08.830] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9987037; dotfwd = 0.0002985611; offset = 0.01587598
[LOG 23:53:09.095] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9987015; dotfwd = 0.0007080742; offset = 0.008222732
[LOG 23:53:09.096] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9987015; dotfwd = 0.0007080742; offset = 0.01498889
[LOG 23:53:09.329] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9986725; dotfwd = 0.0003773511; offset = 0.008184795
[LOG 23:53:09.330] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9986725; dotfwd = 0.0003773511; offset = 0.01493568
[LOG 23:53:09.379] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9988363; dotfwd = 0.0006802345; offset = 0.007831926
[LOG 23:53:09.380] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9988363; dotfwd = 0.0006802345; offset = 0.01441219
[LOG 23:53:09.396] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9988917; dotfwd = 6.905894E-05; offset = 0.009004629
[LOG 23:53:09.397] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9988917; dotfwd = 6.905894E-05; offset = 0.01544903
[LOG 23:53:09.479] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.999171; dotfwd = 0.001048019; offset = 0.01125689
[LOG 23:53:09.480] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.999171; dotfwd = 0.001048019; offset = 0.01694147
[LOG 23:53:09.613] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9992637; dotfwd = 0.0007794152; offset = 0.01149344
[LOG 23:53:09.614] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9992637; dotfwd = 0.0007794152; offset = 0.01683896
[LOG 23:53:09.681] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9993985; dotfwd = 0.0003804751; offset = 0.01082734
[LOG 23:53:09.682] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9993985; dotfwd = 0.0003804751; offset = 0.01604073
[LOG 23:53:09.780] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9993961; dotfwd = 0.000636832; offset = 0.0134205
[LOG 23:53:09.781] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9993961; dotfwd = 0.000636832; offset = 0.01856682
[LOG 23:53:10.113] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9993854; dotfwd = 0.0008821518; offset = 0.01204022
[LOG 23:53:10.114] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9993854; dotfwd = 0.0008821518; offset = 0.01720438
[LOG 23:53:10.146] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9993327; dotfwd = 0.0001628418; offset = 0.01171902
[LOG 23:53:10.147] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9993327; dotfwd = 0.0001628418; offset = 0.01712866
[LOG 23:53:13.115] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9975492; dotfwd = 0.0008804073; offset = 0.005109455
[LOG 23:53:13.116] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9975492; dotfwd = 0.0008804073; offset = 0.01369062
[LOG 23:53:16.451] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.997614; dotfwd = 0.00114363; offset = 0.004986072
[LOG 23:53:16.453] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.997614; dotfwd = 0.00114363; offset = 0.003407429
[LOG 23:53:16.534] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9977613; dotfwd = 0.005035377; offset = 0.01174029
[LOG 23:53:16.535] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9977613; dotfwd = 0.005035377; offset = 0.004116347
[LOG 23:53:16.568] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9977856; dotfwd = 0.001225964; offset = 0.01038906
[LOG 23:53:16.569] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9977856; dotfwd = 0.001225964; offset = 0.002430817
[LOG 23:53:17.035] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.998194; dotfwd = 0.0008426128; offset = 0.0183212
[LOG 23:53:17.036] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.998194; dotfwd = 0.0008426128; offset = 0.01106879
[LOG 23:53:17.054] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9982014; dotfwd = 0.001073084; offset = 0.01772476
[LOG 23:53:17.055] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9982014; dotfwd = 0.001073084; offset = 0.01036391
[LOG 23:53:17.170] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.998463; dotfwd = 0.0003707685; offset = 0.02645458
[LOG 23:53:17.171] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.998463; dotfwd = 0.0003707685; offset = 0.01921799
[LOG 23:53:17.201] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9984702; dotfwd = 0.0009622906; offset = 0.02626676
[LOG 23:53:17.202] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9984702; dotfwd = 0.0009622906; offset = 0.01904632
[LOG 23:53:17.719] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.99866; dotfwd = 0.0005213869; offset = 0.03110836
[LOG 23:53:17.720] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.99866; dotfwd = 0.0005213869; offset = 0.02412301
[LOG 23:53:18.970] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9975806; dotfwd = 0.0003283345; offset = 0.03245216
[LOG 23:53:18.971] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9975806; dotfwd = 0.0003283345; offset = 0.02291271
[LOG 23:53:19.019] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9975381; dotfwd = 0.0008370439; offset = 0.03242095
[LOG 23:53:19.020] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9975381; dotfwd = 0.0008370439; offset = 0.02278249
[LOG 23:53:21.271] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9996689; dotfwd = 0.000292941; offset = 0.02134211
[LOG 23:53:21.272] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9996689; dotfwd = 0.000292941; offset = 0.01796171
[LOG 23:53:21.528] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9998407; dotfwd = 0.0009809899; offset = 0.01810107
[LOG 23:53:21.529] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9998407; dotfwd = 0.0009809899; offset = 0.01571252
[LOG 23:53:21.657] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9998778; dotfwd = 0.0007093932; offset = 0.01680343
[LOG 23:53:21.658] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9998778; dotfwd = 0.0007093932; offset = 0.01477689
[LOG 23:53:21.724] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.99994; dotfwd = 0.0005363807; offset = 0.01509996
[LOG 23:53:21.725] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.99994; dotfwd = 0.0005363807; offset = 0.01363746
[LOG 23:53:21.739] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9999484; dotfwd = 1.430125E-05; offset = 0.01353294
[LOG 23:53:21.740] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9999484; dotfwd = 1.430125E-05; offset = 0.01218338
[LOG 23:53:21.773] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9999687; dotfwd = 0.001039482; offset = 0.0127989
[LOG 23:53:21.774] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9999687; dotfwd = 0.001039482; offset = 0.01173233
[LOG 23:53:21.805] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9999706; dotfwd = 0.0003761389; offset = 0.01154342
[LOG 23:53:21.806] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9999706; dotfwd = 0.0003761389; offset = 0.01052838
[LOG 23:53:21.922] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9999906; dotfwd = 0.0006961472; offset = 0.01141976
[LOG 23:53:21.923] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9999906; dotfwd = 0.0006961472; offset = 0.01083987
[LOG 23:53:21.972] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9999933; dotfwd = 0.0004022256; offset = 0.009564657
[LOG 23:53:21.973] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9999933; dotfwd = 0.0004022256; offset = 0.0090869
[LOG 23:53:22.055] LockMechanism: checkRollAndDot:0: (part id=333753755): dotup = -0.9999997; dotfwd = 0.000480271; offset = 0.008513362
[LOG 23:53:22.056] LockMechanism: checkRollAndDot:0: (part id=476591490): dotup = -0.9999997; dotfwd = 0.000480271; offset = 0.008619604

 

Ah, found the issue, 90 degree symmetry is a thing :wink:

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1 minute ago, whale_2 said:

Oh, that's what I forgot. Should be fixed soon. 

Cool! Apologies for repeatedly making your life awkward with my part design :P

After some quick testing I have a few suggestions you may wish to consider:

- The red color to indicate that a connection is close seems odd, as usually red suggests failure. Perhaps cyan would be better?

- It's possible to connect an engaged connector to one that isn't engaged. If the other connector was "primed" and had its indicators show as such then that would make sense, but for now it seems weird, particularly in this image (https://drive.google.com/open?id=1Mv5O0vHCxUlrxGY9x1ALBpuCUkdbJPMY) where the indication suggests that the top connector is saying "I could connect but the other connector is not engaged". Actually, if red could indicate exactly that, that would be great!

- The sounds could do with being shorter, something like an electronic relay latching as the design is based on electro-permanent magnets so no moving parts.

And, it may have been the lighting, but just wanted to check the yellow you're using is the default one assigned to the emissive?

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3 minutes ago, ZodiusInfuser said:

Cool! Apologies for repeatedly making your life awkward with my part design :P

After some quick testing I have a few suggestions you may wish to consider:

- The red color to indicate that a connection is close seems odd, as usually red suggests failure. Perhaps cyan would be better?

- It's possible to connect an engaged connector to one that isn't engaged. If the other connector was "primed" and had its indicators show as such then that would make sense, but for now it seems weird, particularly in this image (https://drive.google.com/open?id=1Mv5O0vHCxUlrxGY9x1ALBpuCUkdbJPMY) where the indication suggests that the top connector is saying "I could connect but the other connector is not engaged". Actually, if red could indicate exactly that, that would be great!

- The sounds could do with being shorter, something like an electronic relay latching as the design is based on electro-permanent magnets so no moving parts.

And, it may have been the lighting, but just wanted to check the yellow you're using is the default one assigned to the emissive?

Sure, cyan would be nicer.

I don't think that priming the other end really makes sense. What is the use case? Lighting both indicators cyan during the locking is the other thing, I can make it.

Sure, sound is awkward, it's just something I've found in public domain, actually it is said to be the sound of car electric window motor.  Have anything better?

If this is electromagnets without moving parts, should they constantly drain EC? There's a config option for that.

Yellow is just Color.yellow from Unity, you're right, I'll better pick up the original color on module startup.

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