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Trufiadok

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Everything posted by Trufiadok

  1. Until IR Next hasn't got API support, unfortunately not. (IR Next's servos cann't be accessed from external plugins.)
  2. I'm a little busy for the holidays. I plan to reinstall KSP because version 1.8 is not running. I will also try the package you reorganized.
  3. CA2_LEE part doesn't need MODULE[KASModuleMagnet]. It remained in the config file by mistake. The fasten function is implemented by MODULE[WireSnareLock].
  4. Thank you very much for your work so far. Hope I didn't mix it with IRminimal very much?
  5. If you already have the original MagicSmokeIndustries folder installed, you need to replace the MagicSmokeIndustries\Plugins folder with the InfernalRoboticsMod folder. If the MagicSmokeIndustries folder is not installed then the full MagicSmokeIndustries folder must be installed. This includes the modified InfernalRobotics plugin. The IKRC plugin uses the InfernalRobotics's API. To my knowledge, IR NEXT currently has no API.
  6. MMS has SSRMS (Canadarm2) and SPDM (Dextre), but doesn't have MBS (Mobile Remote Servicer Base System) and MT (Mobile Transporter). Canadarm2 can't move than worm. Dextre doesn't have the final "dress" texture, yet. (I'm not very strong in texture making.) Creating an MBS is basically a modeling task. (It's a matter of time.) Realizing MT is a big challenge. It is a serious task to create connectable Truss elements, on wich MT unit can move through. (Anyone have any ideas?)
  7. This is probably because the repository on GitHub is not well structured. You have also installed directories that belong to the source. There is a lot of truth in what @Stone Blue wrote. This is what causes most problems for users. Please, send KSP.log for me. ("[email protected]" ; eg. path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log) I accept your help and thank you in advance!
  8. Thinking of "worm movement"? The basic problem is that in KSP (in Unity), the parts are structured in a Parent-Child structure. This dependency chain is very difficult to reverse in flight mode. There are two reasons why the worm mode doesn't work: 1. The IKRC module operates in base element-servo motors-endeffector structure. If you want to replace the functionality of the elements, you need to re-structure the inverse kinematic chain. This could be done but is not yet part of the module. The bigger problem is the second reason. 2. Used servo motors are managed by the InfernalRobotics module. These motors "work" so that the 3D model has a dedicated stationary part and a dedicated moving part. The stator and the movable part are not interchangeable, because movement is accomplished by rotating the entire motor and with it the subsequent part with the desired angle and then rotating back the stationary part with the desired angle. That's why MagicSmokeIndustries has "Rotor" and "Rotorb" part. PS: I'm working on the problem and there are positive results. It seems that the 2nd problem can be bypassed. Have you tried in version 1.2.2 and it doesn't work? What's the matter with it? If you think, send KSP.log for me. ("[email protected]" ; eg. path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log)
  9. If you think, send KSP.log for me. ("[email protected]" ; eg. path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log) I will try to help.
  10. I can help to you faster if you send me the KSP.log file. ("[email protected]" ; eg. path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log)
  11. I extended the WireSnareLock plugin with KSPAction functions. The following functions can also be controlled from an Action Group: "Turn on DockingPort/Turn off DockingPort" and "Activate WSLock/Deactivate WSLock". The WireSnareLock.dll file updated on GitHub.
  12. I checked my own ksp version, this is 1.7.3. It works for me. I created an email "[email protected]" for this you can send the log file (eg path: c:\Program Files(x86)\Steam\steamapps\common\Kerbal Space Program\KSP.log). I'll try to find out from this what's wrong. I'm working on "bugdetector".
  13. I'm going to look at what is the problem with version 1.7.3 and change the plugin's bug fixes to cause less "headaches".
  14. Thank you so much for this great tutorial video! Helpful for those who are just getting started with the IKRC plugin.
  15. This is an interesting approach. It's worth thinking about. The "hudTextureFile" parameter defines the "green" crosshairs picture, in TRF_CA2_LEE_wCam\part.cfg, TRF_OTCM1.cfg, TRF_OTCM2.cfg files. MODULE { name = Ca2LeeCam fieldOfView = 30 changeableFieldOfView = false wideFieldOfView = 60 narrowFieldOfView = 30 camTransformString = CamExt cameraID = OTCM1 Camera hudTextureFile = otcmhud_real.png }
  16. I need to re-model Canadarm1 because some of the motor's fixed part haven't got mesh object. Therefore, if the activate timewarp, the motor will rotate in the opposite direction. Do you need any supplement for Canadarm1? I have a secret plan, but don't tell anyone. I want to make the IKRC-NEXT version which compatible with InfernalRobotics-NEXT.
  17. I've uploaded the changes for SPDM Dextre module. https://github.com/Trufiadok/IKRC-for-Kerbal This includes: - Dextre's parts, micro-fixture-, MBSU- and MBSU' ColdPlateparts. Dextre's Body Roll Joint isn't yet rotatable from the IKRC, but rotatable from the IR. - I have modified the IKRC plugin to fine-tune each robot arm. Some new switches can be found on the extended window: MoveTarget (If it is active, you can move the target (red ball) with the buttons without moving the arm.), NormServRot (Normalized servo rotation, motors rotate evenly compared to each other when approaching the target. The one that has a greater angle has to rotate faster and the smaller one is slower.), STL active (Straight Line Trajectory active, It is a test switch for stable and straight line movement.), Dyn.SAngle (Dynamic SamplingAngle, If we turn it off, we can manually set SamplingAngle.) - The CA2LeeCam plugin has also changed: You can set some parameters in the part.cfg file, ex. Set camera window title - cameraID = OTCM2 Camera, Set camera overlay file - hudTextureFile = otcmhud_real.png, Set camera FOV - fieldOfView = 30, Set changeable FOV - changeableFieldOfView = false, wideFieldOfView = 60, narrowFieldOfView = 30, Set name of Camera Transform in used camera part model - camTransformString = CamExt.
  18. I don't have the DLC, but what I read about it is that the servo motors and a sequencer have been included. I don't know much about it, but in its function it can be similar to the InfernalRobotics plugin. I not found references in the 1.7.0 KSP API. If will have api's access to robotics, I will do connection for it. Dextre's arm can grapple anything that has "micro-fixture". It can be attached to anything. "Micro-fixture" is a dividual part. I plan to do different gripping tools for the OTCM head. (H‐Fixture, Micro‐Conical Fitting, Modified Truncated Cone Target, Micro‐Conical Tool, etc.) I would like create the ISS's battery modules. Planned IKRC Additions: Reloadable Arm Positions, Motion Path Planner. I'll soon upload the newest IKRC plugin, which will include Dextre. I'm making a video with the complete Dextre unit. What were you thinking? Want you some feature or part?
  19. Dextre Arm's 1st complete test. The Dextre's arm removes MBSU from ColdPlate and puts back it.
  20. 1st test with Dextre SPDM. According to the results, the IK algorithm still needs to be refined. The parts of Dextre have no texture yet. I still have work to do.
  21. "Dump ServoStructure" appears in the menu? If so, try to press. If the "Turn on IKRC" doesn't appear after this, then there is an initialization error. Maybe you put everything in the GameData library that is on GitHub, that's the reason. Please, send me ksp.log from Kerbal main directory. I'll see what the problem is.
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