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Everything posted by ZodiusInfuser
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Was wondering when you'd decide to tease it Preset mode is truly the best thing to come to IR in a long time! -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
*not to scale I wonder if people can figure out what the new buttons do before we tell them -
[1.0.x] RKE Kanadarm v0.11.0 - May 24
ZodiusInfuser replied to spudbean's topic in KSP1 Mod Releases
Interesting. So does F5/F9'ing avoid the vessel graph traversing parts in the incorrect direction? As I'm sure you know, an IR part has a fixed and moving mesh, so if you place it on backwards the fixed part still remains fixed (and thus floats in mid-air). It's hard to tell from the gif in the OP, but I think this is still a problem with your parts and something that would need code to resolve. -
[1.0.x] RKE Kanadarm v0.11.0 - May 24
ZodiusInfuser replied to spudbean's topic in KSP1 Mod Releases
Does this mean docking ports and IR can now be made to work together? If so then maybe I should make one for the model rework (I have a cool idea for what to use as reference). -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Yea, there's now a Code Rework & Expansion as well as a Model Rework & Expansion. I have no idea why people are getting the two confused -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
If the mod is a recent addition to your install, you'll have to go to the nodes the parts are in and unlock each part individually. Look around the advMetalworks area. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
That would be multiple axes per part, which currently isn't supported by IR. -
[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
Issue 1 is incorrect, as there is collision on the fixed mesh (or at least there is on all the Rework parts). As for issue 2, AFAIK, there's no way for an attached part to know if its joined to the fixed or moving mesh, just the overall part. This makes it virtually impossible to identify those attached parts that shouldn't be moved and exclude them from the transform operation. The one way to hack around it would be to divide the object into two parts, as I devised for the station bearing. Edit: Just loaded the game up, and there certainly is collision there, because when you hover over the part the parent gets highlighted instead. That wouldn't happen without collision. That being said, maybe the collision isn't being counted in the physics engine, as in my test case that section just went straight through the floor. -
That highlights the need for me to get cracking with the large wheel, as they look so undersized for that vehicle I've noticed this too, and locally have upped the tolerances that cause breakage. I suspect to do it right though I'd need to actually model a busted wheel, which is something my modelling style doesn't lend itself well towards. For now just up the impactTolerance and overSpeedDamage (I think they're called) within the wheel module definition.
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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3
ZodiusInfuser replied to sirkut's topic in KSP1 Mod Releases
I do. Basically, the parts are made up of two meshes, yet only the moving one can be used for right-click selection and highlighting. This to my knowledge has always been how the parts have behaved. Are they going to be exposed to the user in the final version, as to me that seems like something that should be plugin controlled, where volume is set based on part size, and pitch based on part speed. Edit: Oh and Goddard, http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%28Updated-27-08-2014%29?p=1734190&viewfull=1#post1734190 -
This is really the wrong place to be asking this, but: 1) No there's no current way to have multiple axes on a single part. There was work on some mod to do this, but nothing surfaced. 2) The only stock things that have springiness are wheels and landing gear. ---------------------------- Edit: Would a ball castor be of use at all? By that I mean a wheel with low friction and no control at all (like the KF repulsors) but more realistically themed? And if so, what size? I was recently reminded of this video where a user is pushing a set of these wheels around (http://youtu.be/bI06lujiD7E), and here's another: http://youtu.be/ACohrH64YKs. Of course it would be great if it could be driven, but as with mecanums, no plugin exists for that yet.
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That happens with all wheels. Once you enter flight the physics of the wheel module kicks in, and should cause the piston to extend. Since it's not, I suspect something invisble collision is getting in the way. I don't understand why they get compressed that much though. To me it looks like the offset foldatron isn't node attached to the wide-angle one (or maybe you used the new editor widgets). Also the lighting on the wide-angle foldatrons is very odd (almost like there's two on top of each other.-------------------------------------------------- Unfortunately not, but they're IR joints so its easy enough to set them yourself (and then switch them to crab steering).
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Well I managed to get the suspension behaving, so here you all go https://www.cubbyusercontent.com/pli/IR_MobilityPack_Beta.zip/_115177c102bc45b9b5f6d396f2d85c73 Note that these are a lot more WIP than my previous "beta" parts, but they're in a usable enough state for people to begin testing and giving feedback. I'd avoid using them for any important missions though, at least for the time being. And here's a pic of another rover I was using for tests
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So, wheels now work It turns out that if I use the stock wheel module and specify "controlAxisType = Right" the control issues I was having get fixed, and to get crab steering I turned the wheels into IR parts. Surprisingly IR and ModuleWheel work together absolutely fine! It does require a bit of inventiveness on the part of the player, but for the time being its a good solution . Note that this isn't the final solution I want, but to get that I'd need to spend months just on coding, which I don't have the time or knowledge for atm. Once I'm able to figure out why the suspension immediately bottoms out, then I'll get a version out of the three wheels for people to try.
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They're going to be a long time coming unfortunately. The stock wheel module doesn't fully understand their orientation, so you have to press backward to move forward, and invert some of the steering to actually get it to turn correctly. Changing the orientation of the model in unity isn't an option due to the way KSP handles attachment nodes with mirror symmetry. In fact I could write a whole blog post about how many wheels (including stock) are oriented wrong for node attachment, as I explained at length to Lo-Fi . Because of this I'm looking into using other plugins, but its quite likely that I'll have to create my own (or fork an existing mod) to get the functionality I want to see these wheels have, and honestly this is something I don't have the time or energy for. Basically what I'm saying is that the wheels may never reach a point where I'll be happy to release them. I guess time will tell. -------------------------------------------------- See to me that part doesn't look right at that scale. It seems like a simpler design with a bigger head would be more practical to lift that container (could well be the perspective though) Oh I don't mind at all. Whatever you do with your own install is your own business
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The VTOL mounts don't fit in with my current works on probe based parts. They were one of the first things I did before I really found my "style", and as such would need to be redone to match it before I'd feel happy to release them. It will be a long while before I do this though, sorry. -------------------------------------------------- Ok, I really shouldn't be staying up till 3am on a Saturday night KSP modding, but the results were worth it From left to right: Curiosity Rover inspired wheels Spirit/Opportunity Rover inspired wheels Athlete Rover inspired wheels P.S Please don't ask when you can get your hands on them. There's still much that needs to be configured, plus I want to switch over to using the Kerbal Foundries wheel plugin (with a few modifications).
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In that case you may wish to look at this thread that was made recently by someone with a similar goal to you: http://forum.kerbalspaceprogram.com/threads/108740-Moddler-looking-to-make-parts There's a fair few ideas in there. Also it would be a good idea to post some of your past work so other modders can see the kind of things you can make. That may draw up more interest in your offer.
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Since solidworks is a parametric modeller, you'll need to export your designs in something like .stl in order to get a usable mesh to pass in to Unity. That being said, it will be difficult for you to get consistent outputs if you start including curves/circles in your designs, since solidworks will arbitrarily decide how to convert them into polygons. For instance if you want to make a part match up with the standard 24 sided cylinder of a 1.25m part, you're best to actually draw that as 24 lines (I think there's an operation that can auto do this for you). Good Luck
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On the subject of organising the parts, I notice I'm using WIP for a lot of their descriptions. I'd like to fix this, but am not that good at coming up with interesting/amusing descriptions As such, I'd like to open this up to ideas from the community. Any suggestions you may have for what to put for the various robotics parts, be it full descriptions or an idea for me to work with would be greatly appreciated . Thanks -------------------------------------------------- Oh, and because it feels odd to have not posted progress for a while, here's how my model of the ETF wheel is going (still much to be done):
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The ordering of the parts is rather annoying I agree, but I blame KSP 0.90 . Pre 0.90 the part list was ordered by folder and part name, which made all my parts nicely ordered and grouped together by function. Unfortunately now KSP orders parts by their in-game title, despite them claiming the ordering would be the same as before. Because of this, editing the titles is low on my priority list. Your welcome to edit the titles of the parts for your own personal install, but I ask that you don't share it. You may message me with the changes you've applied though Edit: I've had a quick play around, and putting prefixes such as IR-A, IR-T, IR-U etc, lets me add a bit of order back to the parts, but I need to play about with it more.