Parallax
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KSP2 Release Notes
Posts posted by Parallax
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In Heretics of Dune, the Bene Gesserit Lady Janet notes to her son Miles Teg that "No one outside of [the Tleilaxu] planets has ever reported seeing a Tleilaxu female." Wondering whether the Tleilaxu breed or simply rely on the tanks to reproduce, Miles asks, "Do they exist or is it just the tanks?" Janet confirms that females do indeed exist. Later in Heretics, Teg's own daughter, Reverend Mother Darwi Odrade, theorizes that the axlotl tanks may be, in fact, "surrogate mothers"  Tleilaxu females somehow transformed. Soon, the current Duncan ghola recalls his repeated "births" from the tanks: "The axlotl tanks! He remembered emerging time after time: bright lights and padded mechanical hands. The hands rotated him and, in the unfocused blurs of the newborn, he saw a great mound of female flesh  monstrous in her almost immobile grossness ... a maze of dark tubes linked her body to giant metal containers".
i imagine it to be something like this....
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.25 doesn't add anything that's new to me, and it breaks my favourite mods, so really updating would be a downgrade for me
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ornithopters are fun, but dont work very well in FAR at all.
i just barely managed to get mine to do a loop around the island airport and back to ksc, and i had to use a rocket to boost it up.
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So the career mode isn't bad by itself, it's just, hmm, not polished yet. I believe it will be. Eventually. Soon .
im sure you know what they say about polishing turds...
i play sandbox exclusively, i just dont see the point in grinding out progressively less crappy rockets so i can invent a ladder or a battery
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Is there a way to use kos to activate infernal robotics hot keys? I need to loop a sequence of servo movements.... currently I'm using an external script to do this, but the timing sometimes falls out sync and screws everything up.
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Propably upgradeable/unlockable buildings. It makes sense considering current direction in development (focus on adding new features related to the economy in campagin)
and totally useless unless you're playing career mode
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Maxmaps said it paves the way for a new feature in 0.26.......
like what? more exploding buildings? upgradeable buildings? sounds lame as hell, sure you can turn it off, but all the time spent on making it work could have gone towards something else that would have actually added something to the gameplay, like another gas giant with some moons to land on, or proper aerodynamics, or stock servos, or a career mode with replay value (i'm sorry but the current career mode just sucks), etc etc
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still it's only relevant if you play career mode, pretty much nothing changes if you're a sandbox guy like myself. building a mun/minmus lander using only low-tech parts so you can unlock the higher tier stuff is only fun like the first dozen times you do it, after that its boring as hell.
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im a little disappointed to be honest, damageable buildings are only relevant for like the 5 seconds of a mission, basically nothing changes during the majority of gameplay.
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I think I got it: subjecting the kerbals to extreme g-forces or rotation will make the cosmonauts sick and throw up in their helmets, and the new planned building is a centrifuge training facility
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how do I change the order that the ir groups appear in the servo control window when I launch a craft? I tried moving the servos around so the groups are in the order, and I tried renaming all groups to have 01, 02, 03, etc in front, and nothing seems to work! how do I get them in the order that I want?
this thing is going to need a dozen more ir groups once I'm done making the arms, plz halp
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Almost complete, just needs some fine-tuning:
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My channel is pretty small, but growing, and I hope to maintain that trend. I specialize in building MechWarrior-style mechs in KSP, and walking robots in general, so if you're interested in that sort of thing then check it out https://www.youtube.com/user/123parallax
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sorry if this has been answered already, but is there a way to center the servos in VAB?
awesome mod btw, I would have quit ksp a long time ago if it wasn't for IR.
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Confirmed to work with the latest IR update
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just installed, and now my kerbals don't have helmets in menu screen, what happen?
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bipedal walking construction robot:
check out my thread in spacecraft exchange for details and a download link.
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Craft can be downloaded here:
1) https://www.dropbox.com/s/xypkfeihygscquv/WALKER%20MK11-A.craft?dl=0
REQUIRED MODS:
Infernal Robotics + TweakScale
Mechjeb
B9
ALSO REQUIRED:
2) AutoHotkey http://www.autohotkey.com/
3) Script https://www.dropbox.com/s/yd9hpnr92q5r5of/%21WALKER%20-%20MK11.AHK?dl=0
For this thing to work you will need to install the required mods: Infernal Robotics, B9, TweakScale and MechJeb. You will also need to install the autohotkey utility (linked above) and also download the script (linked above) and place it in a convenient location. The autohotkey script is used to automate the leg movements for walking. Finally, you need to download the craft file itself, also linked above, and place it in your SPH folder.
Operating procedure:
1) start ksp, alt-tab out and activate script by right clicking and selecting "open with > autohotkey".
2) locate probe core mounted between vehicle's legs (refer to screenshot above). right click and select "control from here"
3) open SMART A.S.S. control panel and input values shown (refer to screenshot above). Select "execute" to activate SMART A.S.S. system. make sure to select "use stock SAS" in MechJeb's attitude control panel.
4) Activate servo control window, input values shown (refer to screenshot above)
5) Activate action group "0" to autocenter the legs
6) "1" and "2" raise and lower the left leg. "3" and "4" raise and lower the right leg. " ' " and " ; " employs SAS torque to shift balance forwards and backwards. "i" and "k" tilts ankle servos forwards and backwards to regulate speed. " / " will activate the script to move legs automatically for walking.
7) turning is achived by pressing "j" and "l"
8) the ankle servos help regulate speed and are also responsible for climbing up hills. to center the ankles activate action group "8". to center the balance offset press "9". pressing " i " will raise the front toes and encourage a forward lean. pressing " k " will lower the front toes and encourage a backward lean.
9) on flat ground lean forward a small amount to increase speed; lean backward to decrease speed. lean forward when climbing uphill; lean backward when descending. use the ankle servos to help manage speed, especially when going down hill to prevent falls. shift balance using " ' " and " ; " for additional fine-tuning
10) "h" and "n" to rotate turret
11) "o" and "p" raise and lower arms
12) "y" and "u" extend and retract arms
13) "backspace" arms claws
14) "g" and "b" release left and right claws, respectively
15) "5" and "6" toggle locking left and right arm, respectively. this allows for independent operation of the arms
16) "7" centers all servos on both robotic arms
It may be necessary to reduce servo speeds on the arms to eliminate unwanted wobbling. I haven't tried this with the updated Infernal Robotics mod yet, hopefully it still works...
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What is the coolest thing you've done in KSP?
in KSP1 Discussion
Posted