Jump to content

ZodiusInfuser

Members
  • Posts

    1,352
  • Joined

Everything posted by ZodiusInfuser

  1. I personally say yes. IMO I think it's important for the flexibility of IR to offer a range, from the very small probes to the largest interplanetary vessels. After all, that's the scales that are dealt with in the real space program. I'm not intending to design unique actuators for each scale though, as I quite like the current approach of the looks of a robotics part defining it's purpose, rather than the scale.
  2. Surprise! Edit: For those that don't know Porkjet is the creator of this amazing Habitat Pack. His stock styling is some of the best I've seen in recent times, and I just had to get him involved in IR. It helped that Sirkut assisted him with some plugin code first I hope that this will be a mutually beneficial endevour, as both of us have goals of creating stations with large spinning habitats, some of which is only possible with Infernal Robotics (e.g surface attachment). I see great things in the future of KSP!
  3. Based on the above definitions. Not Soontm seems most accurate . This is a big undertaking, and although I intend to release parts in stages (whilst still keeping the existing IR parts alive), I fully expect this to take several months or more. Plus my real-life robotics work takes up a lot of time.
  4. I do intend to add several lengths of gantry, but not sure what the maximum will be yet, maybe 5 or 6.25m to match the largest truss segments. We'll see, as I'd really like to make decent cranes with them . Thanks Devo! I hope I can live up to the ambition both you and Sirkut had for this mod. Speaking of which, here's some hinges and joints: I may have shown one or two before in the release thread (can't remember). The Extended Joint (working title) is certainly new as I finished modelling it 10 minutes ago . It along with the earlier tube segments are inspired by the ESA robot arm.
  5. What you describe is exactly the concept I came up with last year for an inline bearing (but at 2.5m), to add spinning mid-sections to craft. There is an inner part with three attachment nodes, and a hollow robotics part around it. Unfortunately due to the model rework these two parts never got finished, although I guess Sirkut could put them out if people are eager to experiment.
  6. The DROMOMAN mod was one of the things that inspired me to start this venture. The recent videos you did of station rearrangment showed that robotics has a useful role within a serious space program. I encourage everyone to try it out to get a sense of where IR is heading! I agree that IR has a lot of parts, but I doubt this will be reduced in the rework since many new concepts will be added. I will do my best though to avoid having redundant parts where possible. I forsee IR to be like B9 in some ways, many varies parts, all having a use for someone at some point.
  7. I'm fine with it . It will be quite a while before all the existing parts get replaced, and you never know, some of your styling may get adopted in the rework This would indeed be nice.
  8. You're best to suggest this over in the release thread, as features like that are Sirkut's area (unless he see's it here first). This thread is just for showing model work, and for discussing new part ideas.
  9. Structural Parts!! Here you can see four different styles of structural segments, to suit almost any application . You've got 0.5m and 0.25m wide truss segments, and 0.25m and 0.125m diameter tubes. Lengths range from 0.625m for the smallest segment, to a jumbo 6.25m! Also, a number of adapters between them and 0.625m parts, because I could . Note that I've just applied solid colours to the textures for the time being, until I can test things out in-game.
  10. This is something I too would like, but as Sirkut says, that's controlled by the plugin. Certainly, I won't be designing specific versions for different positions Not for a long while yet. I suspect the structural elements will be first though, as these are the parts I've spent the most time on.
  11. There are no tutorials for how to create things with IR. It's very much up to your own imagination. If you're specifically after a Canadarm style setup, I'd suggest checking out the DROMOMAN mod (at least until the redesign is done). It uses the IR plugin and introduces parts more suited to that sort of contraption: http://forum.kerbalspaceprogram.com/threads/37680-DROMOMAN-modular-arm-parts-for-Damned-Infernal-Robotics
  12. Over time, yes. It's likely that I'll end up releasing parts in stages, whilst leaving the current ones intact to avoid save-breaking.
  13. I just wanted to bring this thread to people's attention (save spamming this one with dev work): http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework
  14. For the latest v02 Pre-release compatible with KSP 1.1.2 follow this link This project aims to provide players with a variety of robotic, structural, and utility parts to enhance their unmanned (or manned) space missions in KSP! All parts have a unified design, with a near-future look. What can you do with Infernal Robotics and the Model Rework? (Thanks to Darren9 for the trailer!) Imgur Album: http://imgur.com/a/Pq54J NOTE: This thread relates to the remodelling effort for Infernal Robotics. All issues, queries and suggestions concerning plugin functionality should be directed to the IR Release Thread The Model Rework & Expansion is divided into three packs, allowing players to choose the parts they have installed. All parts in the mod have been designed around the use of TweakScale, so although it's not required for them to function it's highly recommended to get the most out of them. Due to the special nature in which robotics contraptions must be built in KSP, each robotics part has yellow markers indicating the attachment node you should use to attach the part down. If you use the opposite one then parts will appear to float when you try and move them. [1.0] Core Pack v01b CC BY-NC-ND 4.0 (Last Updated: 28/04/2015) Download from KerbalStuff (dead, grab v02 at the top of the page) This pack contains a basic selection of robotic parts and accompanying structural parts in various sizes to give players a taste of what can be achieved with robotics. Pivotrons - Rotational parts that move between a lower and upper limit Rotatrons - Rotational parts that can continuously rotate or be limited on-the-fly Extendatrons - Translational parts that can be stacked to make pistons RoboTrusses - Octagonal structural parts to place in between robotics parts RoboTubes - Cylindrical structural parts to place in between robotics parts RoboDapters - Adapter parts between the various sizes of Trusses and Tubes Changelog: v01b - Fixed attachment node problems introduced by KSP 1.0 - Reduced part temperature tolerance to match that of stock parts - Updated the positions of parts in the new tech tree v01a - Added descriptions to all parts - Adjusted preset positions for rotational parts v01 - Merged parts from the old Robotic and Structural packs - Removed 90 Offset part and the two open Hinges (IR 0.20 makes them unnecessary) - Renamed Basic and Flat hinge identifiers - Reordered part folders based on the new packs - Integrated parts into the stock Tech-Tree - Added texture sharing between translational and rotational robotics parts - Updated tweakscale values to offer 80% and 125% scales above and below each of the major sizes - Added preset position values - Included license file [1.0] Expansion Pack v01b CC BY-NC-ND 4.0 (Last Updated: 28/04/2015) Download from KerbalStuff (dead, grab v02 at the top of the page) This pack contains specialist rotational robotics and structural parts to allow for more interesting craft designs than are possible with the Core Pack alone. Adaptrons - Limited rotational parts that have one large and one small attachment point Foldatrons - Limited rotational parts that are hollow in the middle, allowing for very compact folding creations Changelog: v01b - Fixed attachment node problems introduced by KSP 1.0 - Reduced part temperature tolerance to match that of stock parts - Updated the positions of parts in the new tech tree v01a - Added descriptions to all parts - Adjusted preset positions for rotational parts v01 - Merged parts from the old Athlete pack - Added Adaptrons, parts that different sized attachment points making them great for the base of robot arms - Added Offset Mini Foldatron, intended for use with the smallest Movatron from the Utilities Pack - Removed 180 Basic Foldatrons and updated 90 ones to have 180 range (IR 0.20 makes them unnecessary) - Renamed Extended foldatron identifiers - Reordered part folders based on the new packs - Integrated parts into the stock Tech-Tree - Added texture sharing between foldatron parts - Updated tweakscale values to offer 80% and 125% scales above and below each of the major sizes - Added preset position values - Included license file [0.90] Utility Pack v01a CC BY-NC-ND 4.0 (Last Updated: 16/04/2015) Download from KerbalStuff (dead, grab v02 at the top of the page) Note: This pack has yet to be updated to KSP 1.0 due to additional dependencies needing updating. As such RoboStruts and the Utilitron Sampler will not work. Movatrons should be unaffected. This pack contains a number of non-robotic parts to offer more interesting gameplay when using robotics parts from the other packs. Note that this pack includes ActiveStruts (Source) and TweakableStaging, and requires Kerbal Attachment System to unlock some recommended features. TweakableStaging is used for the RoboStrut parts to allow them to be added and removed from the staging area, so can be deleted if you do not wish to use this functionality. RoboStruts - A stock strut that integrates a decoupler, allowing for robotic payloads to be held in place during launch, and an ActiveStrut variant allowing strut creation in-flight without a kerbal Movatrons - Wheels of various sizes with integrated Rotatrons, allowing for rovers to move in any direction (Coming Soon) Mecatrons - Rotatrons with a number of wheels around the outside. When 4 or more are used together they allow for omni-directional motion! Utilitrons - A set of parts to use on the end of robotic arms or legs. Specifically there is a Landing Foot, KAS Magnet, KAS Grappling Hook, and a brand new Unmanned Surface Sampler, allowing rovers to take the same samples that kerbals do! Changelog: v01a - Added descriptions to all parts - Adjusted preset positions for rotational parts - Reduced size of bounding box, increased damage tolerance, and tweaked torque curve of Hauler Movatron v01 - Merged parts from the old Utilities and Struts packs - Added Utilitron Landing Foot, a deployable part that can be used to support structures or walking contraptions - Added Utilitron Grasper, a KAS grappling hook allowing craft to be made that can grap onto surfaces or other craft like this - Added Utilitron Sampler, a science part that allows for surface samples to be taken without the need of a Kerbal. To use it the part must be made to touch the surface a sample is to be taken from (including asteroids), making small robot arms useful - Added Movatrons, a set of four wheel parts with integrated rotational joints allowing for the direction a rover travels to be changed on the fly. - Added custom model for ActiveStruts to fit in with the rework theme - Renamed Utilitron Grabber identifier - Reordered part folders based on the new packs - Integrated parts into the stock Tech-Tree - Added texture sharing between foldatron parts - Updated tweakscale values to offer 80% and 125% scales above and below each of the major sizes - Added preset position values - Included license file Known / Common Problems Parts just fall through the floor! This is a known issue with the collision of the parts, that was introduced with the release of KSP 1.0. This is being fixed but will take a fair amount of time. If you are only seeing the structural parts of this pack, make sure you're running the latest version of Infernal Robotics. All robotics parts now appear under a new Robotic Parts category (below science) that the plugin adds. If you have got the latest version and still cannot see the parts, please post your issue over in the plugin thread: http://forum.kerbalspaceprogram.com/threads/116064 If your parts look like this image (or the same pattern but glowing yellow) it means that texture replacement isn't working. To correct this shut down the game and delete PartDatabase.cfg in the KSP root directory. All my parts appear black! This is caused by the Active Texture Management mod, which is having a few issues with KSP 1.0.x. The devs are aware of the issue and will hopefully come back with a fix soon. In the meantime this has been suggested as a possible solution: http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%28Updated-28-04-2015%29?p=1902110&viewfull=1#post1902110. If that does not work then pester the ATM devs over in their release thread to get it sorted: http://forum.kerbalspaceprogram.com/threads/59005-1-0-Release-5-0-April-28-2015-Active-Texture-Management-Save-RAM! Bug Reporting Any bugs specific to the Rework parts (that are not plugin related) can be reported in this thread or on the projects Github page: https://github.com/MagicSmokeIndustries/IR_ModelRework/issues Github can also be used for making part requests, but if you do I ask that you provide a reasoned description with concept art / reference material of the part you'd like to see added. Note that adding a request gives me no obligation to create it (I'm doing this mod as a hobby in my spare time after all), but it does mean I'm more likely to consider the idea or revisit it at a later stage in the mods development. Future Plans Here is a list of stuff that I plan to work on over the coming year. This is by no means complete, and it's certainly not in any sort of priority order: Add gantry styled translational parts Include a wider range of structural parts Some kind of docking port model based on my own IRL research Finish implementing mecanum wheels (see a dev preview here: https://youtu.be/VYw_FG9Xej8) Include a number of robotics themed propeller parts for making quadcopters Add larger robotics parts for use on stations or other large craft Add parts for creating folding wings, or anything that's long and thin and needs to fold (e.g a vehicle ramp) Update the current placeholder textures to have more detail but retain the current style Acknowledgements I'd like to offer a big thank you to the following people, who without their help the mod wouldn't be where it is today: Sirkut - For letting me pursue my crazy ideas for robotics parts and allowing me to start this mod under the Infernal Robotics name Porkjet - For texturing the current selection of structural parts Ziw - For his efforts in advancing the Infernal Robotics mod, and its Sequencer Marce - For taking on my challenge of updating the DockingStruts mod into what it has become today (ActiveStruts) Lo-Fi - For the help and support in bringing normal and mecanum wheels to this mod DMagic - For developing the plugin for the surface sampler part Riocrokite - For helping me come up with the new branding for Infernal Robotics and Darren9 - For https://youtu.be/EwmFCvMZ0sI, and being patient with me through the 3 months it took to make the Model Rework trailer Thanks and Enjoy! -Zodius
  15. Those are extremely well done, and have a nice consistent style to them! Looks like you've got a bit of competition Nertea . It's a shame that these argon tanks have the same orange styling of your HydrogenGas tanks though
  16. These parts are great! Not sure if you're aware though, but Sethnizzle over in the Dev forum has also released a camera science part similar to yours: http://forum.kerbalspaceprogram.com/threads/64336-Probodobodyne-MastCamâ„¢-Remote-Crew-Reports
  17. Congratulations on the release PorkJet!
  18. This appears to be a problem with the mod. I just saw it happen in Scott Manley's latest video. Edit, oh, nevermind Scott... Didn't realise that was you. This issue has been reported a few times before, and is one of many brought over from Damned Robotics. Sirkut has been looking into fixes, but may end up having to redo much of the plugin
  19. Woot! I look forward to the possibilities. I have ideas for a gripper and sample collector that could benefit from that functionality.
  20. I made this video a while ago showing how to create such a contraption, using the two different gantry variants (notice the different position of the probe cores).
  21. I can't comment on the other issues, but the first is because you've placed the part back to front. If you notice it's in the reverse orientation to the other hinge that's working (the wider part should be attached to the piston). It's a fundamental limitation of the mod and KSP as it currently stands
  22. This is what we've got so far (not quite ready for release yet): If you intend to surface attach parts to the spinning sections of your craft, then you need to do it with robotics otherwise the parts will just stay still. You can of course make a single spinning part such as this inflatable ring, and use an animation to make it spin. I look forward to seeing this develop!
  23. Thanks for the feedback! Keep it coming! ---------- This is something i'm mindful of, as it should be the resulting craft created by the community that act as the show piece of this mod, similar to B9 and others. I am hoping to address this, but admit that the mod may end up with it's own style, as there are limited examples of actuated parts in stock KSP. Agreed. A lot of the parts were initially created to replace those in Damned Robotics, so little thought was given to making them all work well together, and with stock items. ---------- Could you show examples of the hydraulic cylinders in action? I always end up using the telescopic pistons instead.
×
×
  • Create New...