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ZodiusInfuser

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Everything posted by ZodiusInfuser

  1. The big thing you're missing from that list is gantries. As for how long it will take, not a clue, depends how much time I have free over the next month with work commitments. I need to be mindful not to work too much on KSP too as I could end up in the same situation I did last September where I lost all motivation for modding.
  2. I admit that the structural pack is incomplete. I did start designing some of the adapters you've drawn (such as the 90 degree), but then got bored and switched to doing robotics parts because structural parts are surprisingly tedious to model. I do plan to revisit these parts, but only once the main milestone of the mod is reached, i.e when the "Probe" line of parts is done. -------------------------------------------------- Progressing towards that, here's some of the progress I've made on the wheels: You've seen most of these designs before, but I had to do a few tweaks here and there, as there were a few bits I was unhappy with. I also modelled a new tiny wheel, which is about the size of the current small wheel in stock. Next ones I'm going to work on are the ETF style ones: http://www.etftrucks.eu/Innovations/Axle-Configuration/. I'm also considering some tracks too, since it's all the same mod I'll be using (Kerbal Foundries).
  3. That may well be an issue with the unity setup on my end. The raycast point is set within the collision mesh of the sampler, but maybe it should be placed further back. Try this download and see if it works. Seemed fine around the KSC and on the grass to the side.
  4. Ha! That would be awesome to see! It does seem that such wheels offer a lot more possibilities over conventional ones. I found this concept the other day of some on a mars rover: http://www.architectureandvision.com/projects/chronological/83-projects/transportation/460-011-marscruiserone-2007?showall=&start=1 An interesting design as this video (and one I've contemplated designing for KSP) but rather impractical for real applications I think, especially with a docking port in the middle. -------------------------------------------------- On an unrelated note, does anyone use the Foldatron - Mini (Reverse Mount), and if so would you object to me changing its starting angle? I could do with something like it for some of the wheel stuff, but rather than create another part it seems more efficient to repurpose this one. Of course I can easily add another part if not.
  5. Yarp it does (bearing in mind that the stuff I do in my day job is far more complex ). Find the magnitude of each vector to the normal of the plane (something dot product related), and subtract it from your vector. Then normalise your vector. Do this for the other vector. Then use another dot product between your two vectors and convert the resulting value into an angle. That's how I'd do it from memory at least. Here's some links: http://docs.unity3d.com/Manual/AmountVectorMagnitudeInAnotherDirection.html http://www.fundza.com/vectors/normalize/ http://www.euclideanspace.com/maths/algebra/vectors/angleBetween/
  6. I'm not familiar with one in that size, but I know for sure that this mod has a 1.875m nose cone in that shape. Maybe you could tweakscale it. http://forum.kerbalspaceprogram.com/threads/67164-HGR-1-875m-parts-R-D-Thread-Mod-reboot-in-progress-%28First-Dev-build-now-available%29
  7. I'd be interested to see how this progresses, as it's always been my intention for Infernal Robotics to have some parts specifically for use with wings, but with all the other stuff I'm doing I've not had chance to explore the possibilities. Having foldable wings for storage could also be an interesting way to extend the idea once you've finished with swing wings.
  8. Give this a try maybe? http://forum.kerbalspaceprogram.com/threads/97139
  9. I'm aware of there being some small side-mounted propellors in the USI Exploration Pack. There's also a quadcopter mod somewhere, but I can't recall its name.
  10. I don't know if it's too soon to post about this again, but I was working on more parts and thought this shape may be good for a possible symbol (in the style of the earlier one I posted): Also, I don't know if this can offer inspiration, but it's cool non-the-less
  11. Only if you no longer wish to have them. They'll work alongside each other fine though. BTW, I'm looking to have a new logo made for this mod if anyone's interested in helping: http://forum.kerbalspaceprogram.com/threads/108596-Logo-for-Infernal-Robotics-Model-Rework
  12. Not really, I'm using Kerbal Foundries to allow for multiple wheel colliders per part, and then IR to rotate them. The motion that is produced is a result of how the wheel colliders interact with the ground. In fact this can be done with stock wheels + IR (there's a video on YouTube). Unfortunately, using the colliders in this way makes the wheels a lot more unstable compared to normal wheels, so I suspect the final part will use an approximation rather than this exact setup.
  13. Indeed it does work well . I'd have to agree with your idea of not going down a lightweight IR solution, as ultimately these wheels are unstable and have a very low top speed. I think the other approximation (although not as accurate) would handle better, and allow the wheels to share much of your existing codebase. Not specifically, although the way I've configured the Infernal Robotics joints emulates it using the UIOJKL keys.
  14. This was an artistic choice more than anything else. Since the robotic parts were going to identical at different scales, I wanted the structural elements to look different at the different sizes. I imagine it wouldn't be trivial to make those tubes into procedural parts, but it would be awesome if they could be, as the current design doesn't lend itself well to stacking as much as I originally thought when I first designed them. I won't be putting time in to explore this possibility though, as I've got many other things to be doing for the mod Thanks! Assistance with the KAS fork is much appreciated . Also feel free to message me if you need advice on the group wheel logic, I still have those old diagrams I sent you . These textures were done a long time ago by Porkjet. I believe he coloured them to look like cabling wrapped in a dark rubber (or other hard substance), as this is also used in the centre of the truss parts. You're welcome to open the texture up and tweak it, but expect it to remain as is until I do a second pass of the structural parts. -------------------------------------------------- Back to progress on the mod, today I had chance to update the collision of the new parts. They appear fine to me, so here's the download for you lot to try out (here's a cute looking robot arm just because ) Also, just for fun I did a video of that mecanum wheeled craft I showed off a while back: Edit: Seeing that arm and that mecanum vehicle in the same post reminds me of this robot I saw when I visited Chicago last September: https://www.cubbyusercontent.com/pl/IROS_Robotnik%2BArm.jpg/_fc52e4bae24d4fea87bcb4732b1e568e
  15. I know this is unrelated to the current trailer hitch discussion (which looks awesome btw!), but I had time today to do a video of this mecanum wheeled craft in action that you all may enjoy
  16. Its going to be a challenge for me to maintain that beauty when it comes time to do propped textures , as that orange colour is placeholder for motors in almost all cases. That first ones an interesting thought, perhaps for the Model Rework & Expansion bit since it replicates the current part style, rather than for IR itself.
  17. Thanks for the replies Since this mod is part of an existing project, the company name is Magic Smoke Industries. However, I'm not that interested in having a logo for them (unless Sirkut wishes one to be made), and instead am after one for the research division that deals with robotics parts, that being Infernal Robotics. Maybe MSI could feature as a slight emboss or something. A tagline for the division would be "For All Your Actuation Needs", and my specific mod is called the Infernal Robotics Model Rework & Expansion, or just Model Rework. That's a very useful link, thank you. Out of them, I think these offer a good reference of the sort of thing I'm after: I think the main thing to take away from these is a bold angular font, with some difference between the Infernal and Robotics words, and maybe some form of logo, either off to the side or as part of the wording itself. The background should be white/transparent, but with the possibility to invert the colours to place on a dark background I'm not intending for the logo to appear on the parts, but having the option would certainly be nice. Would certainly be worthwhile for a flag. Colour wise, here's the main ones I've been using in the mod so far (in addition to white), so maybe they can provide a good starting point (I'm not that fond of the orange/brown at the end, but the yellow may be good) For a symbol, maybe something like this robot arm or these gear setups, but that's only if it seems necessary to have a symbol: If one was done it would be nice if it could be adapted to a small square icon for use with the stock toolbar, to replace the current image which is just the letters IR. If the logo doesn't have a symbol, but the I and R shapes can be adapted into a symbol, that would be good as well. -------------------------------------------------- Treat all the above as just suggestions, I'm open to any other ideas Thanks
  18. Hi, I wasn't sure whether to put this here or in fan-works, but seeing as that doesn't seem to contain many requests it seems add-on affairs may be better. I'm looking to refresh the Infernal Robotics Model Rework, by simplifying downloads and adding many new parts, and would like to have a logo I can use to promote the mod. The idea is it would be something along the line of the KAX mod, so a logo that can be used in the thread and on videos, but also as a flag or maybe even in-game company logo. Would anyone be interested in creating this? Thanks, -Zodius
  19. Sorry, I cannot say when they'll be done. I'm working on a whole bunch of wheels as a pack, so expect this to take notably longer than just doing a single part. I'm trying to get irons out of the fire . A lot of the stuff I'm previewing has been in the works (either as concept, model, or in-game part) for a while now, so I'm trying to push them all to completion. Thanks for the concern though Speaking of pushing to completion, here's what the Adaptrons (as I'm now calling them) look like in-game: The tubes are slightly long to make a proper industrial robot arm replica, but I think it'll do. I should be able to get these out for people to test tomorrow sometime (once I've updated the collision).
  20. Rather than wait for people to reply about my above request (and the same one I posted in add-on affairs), I might as well continue to show my progress with the mod. Here's some parts I've had in my head for a while (and already modelled one and didn't like it): These are adapter joints. Inspired by the large bases of robot arms (here and here), these adapt from one IR attachment size to the one below. The left has a +-120 degree range, whereas the right has a -90 +150 degree range (or maybe a 0 to +240, not decided yet). Hopefully these will make robot arms look a bit nicer, as some of the setups in pictures were bugging me . Also, this is a step towards me tackling the challenge of gantries, since it's common for robot arms to be mounted on them IRL:
  21. Hi, I've got two parts in the Infernal Robotics Model Rework that make use of Kerbal Attachment System (specifically the magnet and grappling hook modules), and I would like them to perform an animation whenever an attachment/detachment occurs. Currently KAS does not support this, however the developer, KospY, has given permission for a fork of the project to be made with this functionality. He will then merge this back into the master branch when it becomes time for the next KAS release. As I am not a KSP coder, I would like to ask if anyone would be interested in implementing this functionality on my behalf? This would greatly add to the awesomeness of the parts it will be used on (seen here sticking this quad to the VAB): (and here holding a decoupler): If interested, I'd be happy to answer any questions about the specifics of the functionality required. Thanks -Zodius
  22. You mean active struts? That's been ready for a while, and there's an IR themed version too
  23. That's sort of the way I've set the infernal robotics method up, but yes, would be better if it used the same control inputs. I also think a more traditional mode would be good, with a forward input and an amount of strafe and turn applied (like the crab wheel concept behaved). They're wheels on a wheel, so how about wheelception-a-trons
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