Parallax
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Everything posted by Parallax
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Parallax replied to rbray89's topic in KSP1 Mod Releases
is there a way to turn off clouds in map view? i followed the link in the first post but i cant find anything -
Climb Every Mountain (Over 6000 meters) - Kerbin
Parallax replied to Algomeysa's topic in KSP1 Challenges & Mission ideas
I bet I can do it in one of these: just need to tune it up a little, I think I messed around with the servo limits too much -
I don't think I ever actually landed on tylo, moho, dres, or eeloo.
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made this one a while ago, its an ornithopter, makes thrust by flapping the wings. no other rockets or engines, so its very nice for gliding
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
Parallax replied to VR_Dev's topic in KSP1 Mod Development
is using blender anything like solidworks? -
Showoff your videogames/movies replicas!
Parallax replied to TheScareCake!'s topic in KSP1 The Spacecraft Exchange
the wings provide all the thrust, the rocket is only used for takeoff (only on duna, on kerbin she can take off on wing power alone, provided that the tanks are emptied) -
Showoff your videogames/movies replicas!
Parallax replied to TheScareCake!'s topic in KSP1 The Spacecraft Exchange
not exactly a replica, but it was inspired by some dune fan-art: -
hill climbing bipedal robot, currently conducting testing in the desert hills. its coming along nicely.
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SSTOs! Post your pictures here~
Parallax replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
achieves apoapsis of 100k+ on jet power alone, still not enough dv to go anywhere but kerbin orbit. pretty mediocre, but fun to fly. -
if you get rid of the middle legs you can have a longer stride and a tighter turning radius
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hey aren't you're that guy that made IR? what an awesome mod, if it wasn't for ir I probably would have ksp a long time ago.
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it can go up mild slopes on kerbin (the hills west of ksc) and more extreme slopes in low gravity. so far I've been able to walk out of a medium sized crater on the mun, and went up a portion of that big hill on duna at the end of the large canyon (i think the duna face should be around there somewhere). im currently working on a mk4 design for hill climbing and long range operations using the autopilot.
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CRAFT FILE & SCRIPT DOWNLOAD: http://www14.zippyshare.com/v/23714325/file.html http://www14.zippyshare.com/v/71142255/file.html 0) install ksp 0.23.5 + mechjeb + B9 + Infernal Robotics 1) download both files shown above 2) place the craft file into your SPH folder 3) place the script file somewhere easy to find (I keep my scripts in my main ksp directory 4) install this utility http://www.autohotkey.com/ (you need this to run the script) 5) launch the script (right-click; open with the autohotkey utility that you just installed) 6) launch ksp if its not already running 7) launch walker from the SPH 8) activate action groups "9" and "0" - these center the leg servos 9) toggle sas using "T" 10) set both servo speeds to no higher than 7.4 on kerbin, less if you are on a low gravity body 11) "1" & "2" raises and lowers the left leg; "3" & "4" raises and lowers the right leg. To walk alternate pressing "1" and "3" (servos will center automatically). Tap "1" once or twice, and then tap "3" once or twice, just to make sure everything is working. 12) Walking manually is tedious, hold down "/" to activate the auto-walking script. For as long as "/" is held down, the script will pump the legs by itself. use "e" and "q" to steer 13) To stop, release "/", and use SAS torque to help catch your balance. It may be necessary to pump the legs manually a few times to regain balance. 14) To allow ladder access, come to a complete stop, set servo speed to 0.5, deactivate the auto-centering action groups and hold down. press "G" to deploy ladder. Reverse these steps to retract ladder and stand up. don't forget to activate servo-auto-centering
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to me the mk2 was just something to try out a new idea I had, and i abandoned that design as soon as i put together a mk3. the mk2 had a lot of flaws: has a smaller stride than the mk3 and was slower because of this. also, the small size makes it impossible to mount any equipment or rockets, or even a crew pod, it just refused to move, also required too much hands on piloting to keep her upright. the mk3 is faster, and more space to mount rockets and equipment, and a crew module. although perhaps i may come back to it in the future and modernise it using the knowledge gained during development of the mk3.
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works even better with low gravity
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working on a low gravity gait for my biped walker, I wanted to try it out on the mun, so i stuck it on top of a rocket and sent it up. it didn't work, the rocket is too much out of balance. i think im going to have to send two at once to make it balance properly.
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Walking, Flying, Custom Replica T-Rex Mech[.23.5]
Parallax replied to VR_Dev's topic in KSP1 Mod Development
^way too many polygons man, get rid of those teeth on the blades, all the little embossments on the parts, that's like 4/5 of your polygons gone right there. you can make it look pretty after it's functional I took a closer look at the craft you sent me, it`s going to be a lot of tedious work, but in theory you can make this work. this should be enough to get you started: First thing I did was I labeled the servos to indicate which side they belong to. To walk you need to combine two motions: raising the leg, and moving forward (natural flexibility of the parts/joints allows you to turn using sas torque). To raise the leg you use the lower leg and middle leg servos, to move forward you use the hip and foot servos. I grouped the servos so that when you raise one leg, the other leg scoots forward. also, very important, action group 0 is set to center the two middle servos (raise leg) and action group 9 is set to center the two outer servos (move forward), activate both when you launch this thing. To walk you just alternate pressing 2 and 4 with the right timing (I Think I posted the script I used for my mk3 walker earlier in the thread), the legs re-center automatically. I only tried walking the dinobot with the values shown in the pic, and it kinda worked, but it walked backwards, very slowly. To get it working right, you need to play around with the servo limits, the COM, the contact points on the foot, the angle of the foot relative to the rest of the craft, the speed of the servos, the timing in the script, reduce the overall weight of the craft, etc. have fun! -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
Parallax replied to VR_Dev's topic in KSP1 Mod Development
how do I do that, and how do I fix it? -
Walking, Flying, Custom Replica T-Rex Mech[.23.5]
Parallax replied to VR_Dev's topic in KSP1 Mod Development
whats weird is that after I had the thing sitting on the runway for a bit, the performance went up to normal, but no such luck in the vab, even with settings turned way down.