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ZodiusInfuser

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Everything posted by ZodiusInfuser

  1. That will be heavily dependent on whether the joint improvements that ARM has brought can be leveraged by IR. I was thinking these would be more suitable for low thrust engines such as those in the NearFuture pack. Honestly, this weekend has been the first in about a month where I've been able to properly sit down and come up with designs. What Dragon01 says is also true (although I'm not involved in the fix for it), having a broken mod means I can't test certain things I was planning to, but as I said earlier, I've got plenty on my to-do list to be getting on with . For instance these PHX parts have been on my list since December.
  2. Could you show me what you've tried to create so far? I've always thought that 2.5m robotics parts would be too large for anyone to really consider using. Thanks. I should clarify that in those shots there are separate truss and adapter segments, allowing any length of section to be made: As you observe, this would mean I need to design and create 2.5m and (possibly) 3.75m versions, but I think it's important to offer that flexibility. There are a lot of design constraints with these parts that aren't apparent from the pictures, relating to how they fit in with the rest of the planned lineup. I'm not sure that I would be able to modify them as you suggest without breaking some of these constraints. Perhaps you could show me specifically what you had in mind? Yep, that's right. Although I'm a programmer by trade I don't do any coding for KSP. The intention of this pack is ultimately replace the current selection of parts, after a very long transition period where both sets will be available. The only effect the new joint system has for me right now is that I can't test the robotic parts in-game, delaying their release. That being said, the delay gives me the opportunity to work on parts that have been on my to-do list for a while (such as these ship trusses), and ultimately produce an even bigger release!
  3. I'm not sure I fully get what you mean, but something like the RCS Build Aid arrows for robotics parts would be absolutely brilliant! Coders get on that . On an unrelated note, I had some time this weekend to work on some new parts. For a while now I've been meaning to create some structural parts for ships and stations to use for housing robotic assemblies, sort of like this: (Reckon this is 1.25m engines in a 3.75m enclosure?) Here's my current WIP on such parts: These are 1.25m trusses that are designed to house either 2, 3 or 4 robotic assembles, consisting of either standard or ATHLETE style limbs. These came about primarily because of my recent obsession with fitting things inside of KW Rocketry's fairings . I hope to continue with these over the coming weeks, and makes some 2.5m (and maybe 3.75m) versions too!
  4. It's in the Infernal Robotics source code. IR parts have always used configurable joints.
  5. Not quite the same, but I've done mid-air docking with VTOL's and Mechjeb's translatron before. Once the first craft was stable enough the game let me switch vessels in aptmosphere no problem.
  6. I don't have markings for the examples you've given, but I do have markings for which side of a part is the fixed, and which is the moving end. These will be identical across parts and textured to be visually distinct. I will look into adding direction markings for some of the rotatrons etc.
  7. It is kind of hidden among the custom parts on offer. I have contacted Gaius though, and that persuaded him to adapt the plugin to remove the 2 node limitation! Although most IR parts just have 2 nodes (plus surface attach) there are a few exceptions. I will experiment tonight after work and see if can be made to handle robotics parts. Hopefully it should, but I don't know what his plugin is doing under the hood. This could also be massively useful for the telescopic piston too! We'll see though. http://forum.kerbalspaceprogram.com/threads/72567-0-23-Goodspeed-Aerospace-Parts-More-tweaking-less-memory?p=1043860&viewfull=1#post1043860
  8. Um, ok. I may need to contact Gaius and see if a special variant could be made for IR. I'll investigate. That sounds to me like its just a hardcoded restriction.
  9. I was not aware of this . If it lets me specify what sizes I want and works with IR then I'll definitely adopt it!
  10. Actually, I would be quite interested in seeing you come up with the VTOL mechanism used on the Bus in Agents Of Shield:
  11. I know these videos have some of Porkjet's parts in, but shouldn't you be posting them in your own thread and just letting us know it exists, rather than giving daily updates?
  12. Well I'm early on in my career at the moment, doing a PhD at the SCentRo research centre in Sheffield, UK. My work is on Modular/Transforming robots, focusing mainly on hardware development at this stage (e.g. circuit boards, 3D printing etc), with programming coming into play later on. Before that I used to do robotics as a hobby, as videos on my youtube channel show: https://www.youtube.com/user/ZodiusInfuser How about yourself?
  13. That would be useful, although real-world images/concept art would be better. I suspect that to do such a part though it would actually need to be made as two, since in KSP it isn't possible to specify anything other than the parent of a robotics part as being fixed, hence there needing to be two gantry versions in the first place. Thinking about it, try putting the two different gantry types back to back, and that should give you what you want.
  14. Ok, but I have to ask though. Why? Couldn't you achieve a similar result with the telescopic pistons instead, with the added benefit that you can retract the parts in for launch?
  15. This can be achieved by assigning the Move+ action to an action group. It acts as a toggle, so pressing the action group once activates the rotatron, and pressing again deactivates it. Note your ship WILL explode if you time warp without stopping any spinning parts first. I think I understand what you mean. Could you give an example of how you would use such a part, or maybe some concept image from an existing machine? ------------------------- A free hinge is planned for the model rework. If you want to create your own, make a copy of the tall-hinge, rename it, and set the jointSpring value to 0.0000001. Note that the hinge will be able to rotate beyond its 90 degree range, so expect part clipping.
  16. Ha! Made my night! Someone needs to make a mecha using it ASAP.
  17. This is a replacement for (and expansion of) all the existing Infernal Robotics parts only. Sirkut was working on a rewrite of the IR plugin to support the new functionality people have been wanting, but has been silent on the forums for the last month. Me too! There's so much potential for robotics in KSP, but juggling this with my real-life robotics work gets quite challenging at times.
  18. Not too much to be honest. I began unwrapping some of the existing parts, but have been pre-occupied with RL stuff of late.
  19. You can only attach things to the moving section of a robotics part. The fixed section has no selectable collision in the VAB/SPH, and AFAIK there is no way to change this.
  20. Or better yet/in addition, have a probe core to match the MK2 shape, with a cylon style sensor bar
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