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ZodiusInfuser

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  1. You should check the discussion we were having a few pages back: http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-(Pre-Releases-Updated-30-05)?p=1179663&viewfull=1#post1179663 I've already got a model for such a part (top one one that post's image), but code needs to happen before it can become a reality.
  2. I know the kind of parts I want to make, however I have yet to come up with designs I'm happy with. If people have any reference material that may assist me that would be useful. Google Image search has failed me this far
  3. I don't quite get what you're asking. When I tested my parts with TweakScale 1.7 (included in the DL), the parts worked fine. I really doubt 1.9 would be any different so if you already have that installed, then give it a go. Either way if it's a bug with TweakScale then it's up to Biotronic to fix things for my parts, not the other way around IMO.
  4. I'm currently using size 1 and the strength seems good, but I'll have to do a more thorough test later. Btw, this is all I wanted to do these parts for
  5. There's a fair bit left for me to do on them, mainly collision, rotation markers, and an accompanying set of structural parts.
  6. I'd suggest adding an addendum to this primer, Sirkut. From my experience the origin of the parts is where the robotics joint is created, meaning that when you put your meshes in unity you must align them so that your rotation/translation axis lies along the X, Y or Z. Here's some examples of what I mean (I highlighted the X and Z axes to make things clearer): Then in the case of the hinge and right angled joint, I use the following CFG node positions: name = IR_Pivotron_xHinge_BasicClosed ... node_stack_top = 0.0, 0.3, -0.3, 0.0, 1.0, 0.0, 1 node_stack_bottom = 0.0, -0.3, -0.3, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.3, -0.3, 0.0, -1.0, 0.0 name = IR_Rotatron_Right ... node_stack_top = 0.0, 0.0, 0.1, 0.0, 0.0, 1.0, 1 node_stack_bottom = 0.0, -0.35, -0.25, 0.0, 1.0, 0.0, 1 node_attach = 0.0, -0.35, -0.25, 0.0, -1.0, 0.0
  7. Eight (maybe nine depending on another design idea I've had). In actual fact there are only 4 unique meshes, the rest are rotations or mirrors due to KSP/IR limitations. This will be offered as a separate pack to the main Robotics selection, since they are less generic. There will also be matching structural parts but I have yet to design them.
  8. Darn you. I just updated IR Rework to 1.7 a few hours ago! Anything urgent in this release that it's worth me doing an immediate update for?
  9. Ok, new version of the robotics parts is out! Just updated to the latest version of TweakScale. Please follow the red instructions present in the OP.
  10. Apologies for your PM not getting through. I've cleaned my inbox up a bit now. Initially I used TweakScale prior to the addition of KAE, so when the new update came out I just followed the instructions as per usual. I will update my download to the new version of TweakScale tonight (although I was putting this off as I encountered a few issues with past versions). -------------------------------------------------- I'm afraid not. That's just because I copied the same part from the top to the bottom to create that assembly. The arrows will point the correct way once in-game.
  11. If anyone can explain to me how to create wheels in Unity (or better yet assist me), I already have a few ideas for what to do in this area Edit: on a related point, what should I be calling these Pivotron/Rotatrons? I've used Athlete to describe them for a good while now, but perhaps another abbreviation would be more suitable, given the somewhat generic nature of the parts.
  12. Forum return teaser!! Geometry is nearly finished for me to get these in game and working (8 new robotics parts so far). Haven't started on the related structural parts though. Ignore the arrows pointing the wrong way
  13. AFAIK, Sirkut put kOS integration on the back burner for a while. Maybe kOS is overkill for IR applications though, since as you point out it may only really be needed for performing a basic animation (a number of keyframes with loop repeat flags). That being said, it would allow for someone to create an inverse kinematics engine, like the kind of stuff I've worked on in the past *cough* (Technically this is cyclic coordinate descent, more than IK though)
  14. You should check out the model rework I've been doing for IR. It includes two free movement hinges. In fact Codepoet created this vehicle with them acting as terrain adaptation.
  15. It's a thing of beauty!! Love to see people come up with awesome things with my parts -------------------------------------------------- New updates out! Removed the strut from the robotics download and placed it within its own one (since I'll be expanding on this with Docking Struts in the future). The Struts download includes the existing strut (renamed) and the smaller version I previewed earlier. Also, based on phoenix_ca's suggestion, the struts now make use of TweakableStaging, giving people the option to have them appear in the staging area or not. Pretty neat! Had to get toadicus to fix a number of things though so this DLL is currently newer than the one in the official TweakableEverything download. Also, I had a play around with having my strut launcher model use Docking Struts, and the results are promicing. The plugin is lacking a number of features that I would like though, and the original author doesn't seem to be around anymore, so don't expect this part to appear any time soon. If anyone has the time/interest to look into these changes please PM me.
  16. Nope, it's stretched. I just made the smaller version have fewer lights. It would be great if it was repeated!
  17. Spent a bit of time with the struts again today. Made a half scale variant (with a weaker connection and shorter range) for use on smaller robotic assemblies. I also created a model for a reuseable strut that will eventually make use of the Docking Strut plugin (once modified). I haven't had chance to get it working with the plugin as-is yet though, so am just using the same config as the other struts for now. I've modelled it so that the main side looks like it has the cable rolled up either side of it, with them being launched out of the centre as a single unit. There's a number of ways this could become a solid cable for those questioning the realism of such a part (e.g shape memory alloy as the cable itself, electro-permanent magnets binding the two cables together at various points along its length etc). The other side would act as a receptical, with visual markings allowing the main side to "target" it.
  18. If there's a real demand for having controlled versions of the uncontrolled pivotrons then I'll consider it. As for the athlete style parts, these are next on my plan since much of their visual style is based on parts I've already done. That being said, there is much I want to rework on them so it won't be a quick process. That is not going to happen. Treat this as a separate Github branch to Infernal Robotics, where I'm working on new parts and features that will eventually get merged back into the official IR release. -------------------------------------------------- On an unrelated point, would anyone have any interest in taking the Docking Struts mod and modifying it to fit in with some of the plans I have for Infernal Robotics? I have an idea of what I want to model, but don't have the time to adapt the existing mod to my needs. Specifically I would like to have the target functionality be separate from the strut module, and have it use the newer joint code so it can have similar strength to the standard struts. Thanks
  19. Essentially yea. The stubs stay around but as I mentioned a few pages back, once you reload/change scene they will be gone from your craft. There is no tweakable for doing that, however if people would prefer them not to appear in the staging window then I can look into changing it. This just happened to be the default behaviour ---------------------------------------- I've now given both QS and DS a go. In terms of usability DS is far better since it gives you precise control over where the struts are formed. Unfortunately from my testing the connection appeared extremely weak. I'm not sure if this is by design or because it has not been updated to 0.23.5's new joint code. It also has the limitation that it doesn't create a bi-directional connection between parts, allowing one DS to receive a strut, but also emit one to another attachment point . To me it seems there should be separate "shooters" and "targets". If people want to give it a try the forum page is here (note that Spaceport is the only download for it, so may disappear in 5 days )
  20. Ah, so purely asthetics then. I'll have a look and see if there's some current robotics research that could be extrapolated in that direction. I know of one academic paper involving the autonomous assembly of trusses, so there must be more. Btw, for those playing with the new strut, would a half scale one for smaller craft be useful? I tried to apply tweakscale but it doesn't work with struts.
  21. Unfortunately not , that's why I'm considering Quantum Struts as an option B. Unless of course someone wants to make a version of the KAS struts that can be attached together without an EVA'ed kerbal, then I'll happily do a model for it
  22. I'm yet to use QS so not quite sure what differing functionality you're referring to? Does the Line-of-Sight only limitation of the mod introduce issues? If you're just meaning visually then I was thinking of some sort of harpoon style device, not particularly spacey, but quite Kerbal (they do use a Claw to grab asteroids after all)
  23. I managed to get the strut working faster than I expected, so go download it in the OP (part of the robotics pack). Use it to hold robotics parts in place during launch, then trigger them via staging, action group or right-click menu. Warning: avoid moving robotics parts whilst these are connected as when decoupled the sudden forces could destroy your craft!! This example craft does highlight the need for something to hold the arms in place once deployed though, perhaps a quantum strut? Let me know if an IR rework themed quantum strut would be of interest to people (i've never used the plugin before so don't know how effective it is). -------------------------------------------------- All the robotics parts are under the Advanced MetalWorks tech node IIRC. Perhaps you need to go and unlock them (even if you've already unlocked the node)?
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