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ZodiusInfuser

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Everything posted by ZodiusInfuser

  1. What is the KF way? I made a four toed landing foot for the IR Rework that has the reverse issue of this (starts in the air then falls down), when using the generic anim module. Would be great if it had a bit of flexibility to it.
  2. I would. The textures need a "wear-and-tear" pass, and all those orange cylinders need to be made to look like motors, since that's what they're designed to be.
  3. I originally started unwrapping the parts properly, but quickly realised I'm no texture artist (I'm an engineer ). So I've been using the same texture since then as a colour palette to keep the style consistent, until such point that the probe collection is complete and then they'll all get a texture pass. @Cubix. I have no idea what the cause of that would be. If the devs of that mod are able to look into it and give me a hint then I may be able to fix it.
  4. Just to see if the detection length is sufficient on different terrain. I found some oddities on the driveway up to the launchpad, but that may be because it's trying to detect the ground below. Indeed, and I want the larger parts to have a different visual style anyway. In fact, I started modelling these a while ago, but am not that happy with how they turned out.
  5. These parts were never intended for larger sizes. Instead my plan has always been to make a separate selection of parts for the larger sizes, that conform to the circular profile and are more suitable for station constructions. This will be my goal once the (ever expanding) probe range gets completed. For now you're free to modify the tweakscale values to allow for larger sizes, but I won't be doing it. -------------------------------------------------- Right, the Surface Sampler is mostly done, but I could do with a few testers to see if the surface detection is reliable. If anyone could spare some time to test this part out in various locations (and show it off), it would be greatly appreciated Here's the beta download: https://www.cubbyusercontent.com/pli/IR_SurfaceSampler_Beta.zip/_aacf47f3ddcd487ebf892e9df775cad7 DMagic's plugin is released under the MIT license (for now) and the source can be found here: https://github.com/DMagic1/IR-Surface-Sampler
  6. I'm just going to ignore the above Thanks to DMagic, the surface sampler is nearly done and I must say it's pretty awesome! Not only does it take surface samples, it can also do asteroid samples whilst near or attached to one! I'm so pleased with this, as it now gives the smallest scale of robotics parts a use, as well as allowing unmanned sample-return missions. Here's some pics from my testing:
  7. Ended up being more than 18 hours . Who would have thought graph matching algorithms (as in the data structures) would be so difficult to implement. Anyway, to alleviate Cpt. Kipards worries here's the athlete-landing foot combo in-game:
  8. Master Tao is correct. That image is of the original design before I noticed the clipping problems. I'd love to see how it looks with the new part in-game though. Anyone want to try it out? I won't be on KSP for another 18 hours. Be sure to use the correct athlete part for the top (I forget its name).
  9. They're not currently. Once I get these utility parts done then I plan to revisit them. Speaking of utility parts, I've got the animation of the sampler done and DMagic is working on a plugin to make it work as intended . This has been on my to-do list for a very long time, from when I first saw the Beastly Science mod (http://forum.kerbalspaceprogram.com/threads/63628-0-23-Beastly-Science-Scoop-O-Matic-and-more!-%28JAN0214%29).
  10. Thanks! Its always nice to hear that people enjoy my parts It isn't my intention to create a scaled up version. Instead I'm leaving it to the user to construct this sort of thing using the foot and athlete parts (note that this is an old image, but shows the idea): Btw, if anyone wants to try this out, you can download the foot in its beta form from here: https://www.cubbyusercontent.com/pli/IR_LandingFoot_Beta.zip/_60e25059d7b948f08be06613fe48e1c2
  11. Yes to the first question, no to the second. I always wanted KSP to have an unmanned way of taking surface samples. After all, thats what the curiosity rover does, as well as the planned sample return missions. So this science will count towards your normal surface sample experiment, rather than adding a new experiment definition. The catch is that the drill only has a very short depth, meaning making some kind of robot arm to place it on the surface become necessary
  12. I welcome you all for the requests; however, could I ask for people to hold off from asking for new parts for a while. I'm slowly getting back into KSP modding and don't want to begin stressing over getting requests done. I've got a long list of 50ish parts (may be a slight exageration but I've not got my sheet with me to check) to do before the model Rework is complete, so chances are your request is already on there (like that wide hinge for example). -------------------------------------------------- Had a bit of time this evening so managed to get the surface sampler part in-game. For those that doesn't know, the idea of this part is that it will allow you to do surface samples (and maybe asteroid samples) without a Kerbal by placing it end on the ground. Does not work yet, but I'm in talks with DMagic to figure something out. It does have a light though, just in case you fall into a dark crater and need to take a sample before your power runs out .
  13. It's on my list, and is the one thing that the Robotics pack is lacking before I look at getting the parts textured. I've yet to find a design I'm happy with yet though, and that's after trawling through hundreds of images on google (had the same issue designing the pistons). For now I'm focusing on the Utility pack since there's models ready that just need implementing in game.
  14. I personally cannot, as I'm not a texturer. It would be my intention to have all the parts up to that level before release, but that would need either Porkjet (who textured the structural parts), Nertea or Ven (to name a few) to collaborate on the project with me, and we're not at that stage yet. Btw, regarding my earlier point about LaserDist, here is what placing the existing part underneath looks like: Unfortunately, the LaserDist part is too long for the unfolded foot state so fires underground, hence the suggestion of combining it with the part. Edit: The current beta version of the landing foot is here if people wish to try it out: https://www.cubbyusercontent.com/pli/IR_LandingFoot_Beta.zip/_60e25059d7b948f08be06613fe48e1c2
  15. Thanks for the feedback. I admit the light spot isn't particularly wide when the foot is deployed, but I didn't want to have it too wide. I may play about with the light settings some more though, as I've noticed they're far too bright compared to stock lights (both this and the grabber). If I can't get better light settings, there is the prospect of scrapping the light and switching it for a LaserDist instead. That may be more useful in the long run as it would enable this sort of thing with the foot. Thoughts? Cool robot btw! The folded foot looks good as an end effector! Maybe using LaserDist would give that setup more of a use?
  16. Well, I think I've got the landing foot in a good enough state for people to test. Eventually it will go into the Utilities pack, but for now here's a separate download for people to play about with: https://www.cubbyusercontent.com/pli/IR_LandingFoot_Beta.zip/_60e25059d7b948f08be06613fe48e1c2 If you could provide feedback (not that there will be much with something that's just a part), that would be appreciated. Also share pictures of what you start using it for. Here's some I did -------------------------------------------------- Thanks. I've given the XRay Surface Analyzer a go and that seems to be ideal (and is certainly something that wasn't around when I asked back in august). Am able to make it count towards the standard surface sample experiment, but have contacted DMagic to figure out how to do the rest.
  17. I'm just using the stock anim module. The clever stuff is Unity side with nested animations so that KSP can control the light intensity but I can control its angle and range. This would not be possible if I was to go the separate part route. Also, the last thing I'll say about this having an integrated light is that the stock landing gear also has one, so I think I'm allowed Edit: Regarding a different part, does anyone know of a third-party plugin that allows for surface samples to be taken without a kerbal, and that requires the part to be touching the ground? I asked this a long while ago but cannot remember the answer, and maybe some new developments have happened since that time.
  18. Honestly its easier for me to integrate a light directly into the foot than make a separate part. Also, it allows me to tie in light parameters to the toe unfolding animation (which I just discovered is possible ). I'm thinking of setting it up so the light is narrow and long when folded up, and wide and short when deployed. Would this be useful for people?
  19. Well I noticed that the Landing frame in the Karbonite pack uses the USI animation module roverdude presumably developed.
  20. Thanks for the thoughts on the light. I've gone ahead and included one in the model, and managed to get the part in-game. Took me quite a while to figure out animations, but I'm happy with the result . I'm making use of the stock animation module at the moment. Is this a good enough one to use, or should I be looking at a community alternative?
  21. Since there seems to be a difference of opinion on adding a light to this foot (with both sides having valid points), I thought it best to create a poll: http://strawpoll.me/3359941 It would be welcomed if you could answer the question on it. I'll use that to make a decision. I'm not familiar with this. Was it something I previewed, 'cause I can't remember? What did you have in mind? Got any details or pictures of what you're imagining? -------------------------------------------------- Edit: I wasn't aware of the ducted fans in the USI Exploration Pack. They're very similar to one of the ideas I had in mind.
  22. Thanks for the welcomes . I'll go ahead and include a short range light to the bottom, seeing as people think it will be useful. While I was away I saw electronicfox's quadcopter pack, and it got me thinking that perhaps the IR rework could benefit from a propeller part or two. The idea would be that they have the standard rework mounting, allowing you to make foldable multicopters. Do people think this would be worth exploring, or is it beyond the scope of what infernal robotics should be?
  23. Hi All. Have I missed anything? As I'm sure some of you will have noticed, I've been pretty absent from this project over the last few months. I had a lot of RL commitments from September, meaning I had little time for KSP modding, as thus lost enthusiasm for it. It pleases me to see my parts still in use in various screenshots and videos, despite their unfinished state Since we're in a new year, I thought I'd have a go at starting the project back up . I'm going to take it slow, since I still have those RL commitments I mentioned, but I hope to try and get a number of in-progress parts finished. Starting off that goal, here's a revised version of the landing foot. It turns out the old design clipped through the athlete parts rather badly so needed to be completely redone. Let me know what you think. Question: Should this have an integrated Light to aid in landing, or not?
  24. Atm I'm having an extended break from KSP. This mainly due to RL commitments but also a lack of motivation for modding. It pleases me to see my parts still in use in various screenshots and videos, despite their untextured state Regarding the wheels, I was really hoping to make use of LoFi's plugin for the athlete wheels, since crab steering was planned. I don't know if this has surfaced yet though. I guess the TT multiwheels plugin would work as a placeholder, presuming it works with the latest KSP version?
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