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Robo-Kerbals


Aelixander

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Hey there folks.

In an effort to save the lives of all those Kerbal pilots out there, I was wondering if there was someone out there willing to help me save their lives and help me with this mod.

Here is what I am thinking: Creating a new kind of kerbal, a "robot Kerbal"

This not only would be a re-skin, but also a new class of kerbal and some new and interesting parts.

Re-skin should be readily apparent.

New Class: Instead of Pilot, Scientist, or Engineer it will be Robot. The robot can do /some/ piloting things (perhaps the basics of a robot core: Stability Assist, but not much more?). Can use KIS/KAS Engineers tools (wrench, mallet, powered screwdriver, etc), but doesn't actually count as an Engineer for other things. (so no major repairs.)

And simply isn't a scientist (so it cannot reset tests) - perhaps it can give a small bonus to science given by tests.

[And perhaps it interacts with Extra-planetary Launchpads, and would be more productive than your average Kerbal]

Robots require no Life Support (and consume no life support supplies).

I am thinking that they, like regular Kerbals, do have names and gain experience points.

Now, that last one is important.

One part I am thinking of having is a "Builder" which will allow Robot-Kerbals to be "constructed" - and if any robot-Kerbals "Die" they can have their experience-points saved. This lets you have a 'smart crash dummy' - gets XP, saves it if it dies. Just build another.

Great for those very dangerous tests, or those whom like to "Iron Man" their KSP.

Plus, this assembler would allow you to put 'useful' crew into places over time. I am thinking that the unit needs a steady supply of power to keep the mind of the Kerbal safe. (if it does and the computer is off, well, sorry you lost your expieriance.)

I would also be willing to limit the usefulness of the Robo-Kerbal to a range. No more than 1 KM from the controller perhaps? Or perhaps the controller needs an antenna?

Just putting some ideas out there, would love to hear what people think.

Thanks!

- A

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Here is what I am thinking: Creating a new kind of kerbal, a "robot Kerbal"

This not only would be a re-skin, but also a new class of kerbal and some new and interesting parts.

[And perhaps it interacts with Extra-planetary Launchpads, and would be more productive than your average Kerbal]

So like robonaut on th ISS.

It could also be more productive in OSE workshop

I am thinking that they, like regular Kerbals, do have names and gain experience points.

Now, that last one is important.

One part I am thinking of having is a "Builder" which will allow Robot-Kerbals to be "constructed" - and if any robot-Kerbals "Die" they can have their experience-points saved. This lets you have a 'smart crash dummy' - gets XP, saves it if it dies. Just build another.

So basicly the experience points are bugfixes in the AI, once fixed, always fixed.

The kerobonaut should IMO be unlockable in the R&D building.

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So like robonaut on th ISS.

It could also be more productive in OSE workshop

So basicly the experience points are bugfixes in the AI, once fixed, always fixed.

The kerobonaut should IMO be unlockable in the R&D building.

Yeah, the Robonaut is very much like this.

And yeah, that would be nice IMO.

And kinda like a bugfix - more of a backup. It could be lost if not careful however.

And yes, if things progress that far in making this mod, I'd love to see that.

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I'd love to help with some parts in this mod, once I know what I'm doing with Blender and maybe Unity, for now, though, I can make the basic structure of new parts and resources, for example a Robo-Contoller core, and the first stage of that parts development is using the .cfg files of, lets say an OKTO2, but edited slightly, thats what I can do, hope you could find that useful.

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This idea isn't very new. But that doesn't make the idea itself any less valid.

Personally I would like to see the robonaut looking a bit like the StarWars Battledroids. Skeletal design, stored on the outside of the ship and able to unfold to start moving like a Kerbal.

2013-08-19-Ep-29.png

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This idea isn't very new. But that doesn't make the idea itself any less valid.

Personally I would like to see the robonaut looking a bit like the StarWars Battledroids. Skeletal design, stored on the outside of the ship and able to unfold to start moving like a Kerbal.

http://www.kerbalcomics.com/comics/2013-08-19-Ep-29.png

That would be awesome! Just have to gather enough people to make it happen.

- - - Updated - - -

For pilot, you already have one in the form of MechJeb. That would be the AI portion of it anyway.

I would love to have this act as a mobile mechJeb! Get him into any command chair and its got MechJeb. :)

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I would love to help (I just really like this idea), but I cannot code and don't have alot of time. I could only help with gameplay related topics and feedback.

It definitely is a good idea, but I personally have no time to do this. I'm also not quite sure about how feasible it is to have a part walking around though. The best way would likely be a modified kerbal class. I'm thinking that it might also be possible to write a plugin to find the kerbal 'part' and modify it to show up in the vab. The kerbals are considered by the game as single part vessels, so if we can find the part, it could work, as this model already has rigging. Another possibility is to use the same kerbal controller for a custom, rigged, mesh.

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So here is a potential idea breakdown:

Robokerbal (Robot Kerbman) is a re-skin of a kerbal,

With its own class (with the traits as above)

When on eva its seen as a single piece vessel ~ so we make that specific vessel require a control unit to turn on its rcs. (And perhaps "packets" of info from an antenna) Limited range (2.25km)

Kas/kis : the kerbal cannot attach or detach things without a control unit.

Life support : uses none.

MechJeb : lets you access mj menus and controls.

Thoughts? Ideas? Etc?

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What about a new resource? I'm thinking of something like oil or lubricant, so it doesn't go clunky and stiff on those long missions! Or a condensed electriccharge, that the robot kerbal holds, and powers the thing?

Maybe he robots could be built modular, with different types of robot core, a robot SAS unit, a robot Engineering unit, and a robot Science unit:

The SAS unit allows the robot SAS, in three tiers, starting from Stability assist and Prograde & Retrograde hold with the MK3 SAS giving full SAS, MK2 would be inbetween.

Engineering Unit comes in two tiers, first being KAS functionality as an engineer, and the second being full Engineer functionality.

Science unit would allow the Robot some scientist properties, such as being able to function in a lab and being able to store experiments. (will get back to that later.)

There would also be Condensed Electiccharge batteries, holding anything from 5 to 100 Condensed Electriccharge.

The robot may hold experiments, but can only use them if it has a Science Unit, these experiments could be for example an EVA report, a sample collector and a dust collector.

The robot would have a base, and mounts for multiple types of robotic parts, as listed below:

Backpack mount. (For the RCS backpack, Dust collector backpack and extended range backpack.)

Small Battery Mounts. (2 of them, holds Condensed Electricity batteries, which are about the size of the small radial battery in stock.)

Large Battery Mount. (Only 1, holds a large radial Condensed Electricity battery, which is a bit bigger than the Large Radial Battery in stock.)

Utility Mount. (Holds the SAS, Engineering or Science units, but can only hold one, to balance it out, or instead can hold a stack Condensed Electricity battery.)

Avionics Hub/Brain. (Holds the robots command core.)

Body Antennae Mount. (Located on the main body, can mount a small or medium Robotic Reciever for control.)

Backpack Antennar Mount. (Located on all backpacks, can hold a Robotic Reciever dish, which can recieve signals from a longer range.)

So lets say we have a Robot, with an extended range backpack (has an extendable dish on it, which when extended gives 2km of range.) with a small reciever dish on it (mounted on the extended range backpack, gives a further 1.5km of range.) and on it's body has a medium Reciever. (Gives a further 1km of range.) Added to the standard 2.25km range of the standard robot core this robot has a range of 6.75km from the nearest Robot Signal Transmitter.

And emphasis on that 'Robot Signal Transmitter' well, this is a part located on ships that allow control to a robot kerbal thats close enough to the part for their avionics to pick the signal up, theres also signal beam transmitters that can be configured like RemoteTech, so if you set up a comsat network around a planet, you can have a robot with increased range, as signal beam transmitters give robots signals depending on the signal beam transmitters own range, and not the robots range.

Thats my input so far, hope you like it.

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What about a new resource? I'm thinking of something like oil or lubricant, so it doesn't go clunky and stiff on those long missions! Or a condensed electriccharge, that the robot kerbal holds, and powers the thing?

Maybe he robots could be built modular, with different types of robot core, a robot SAS unit, a robot Engineering unit, and a robot Science unit:

The SAS unit allows the robot SAS, in three tiers, starting from Stability assist and Prograde & Retrograde hold with the MK3 SAS giving full SAS, MK2 would be inbetween.

Engineering Unit comes in two tiers, first being KAS functionality as an engineer, and the second being full Engineer functionality.

Science unit would allow the Robot some scientist properties, such as being able to function in a lab and being able to store experiments. (will get back to that later.)

There would also be Condensed Electiccharge batteries, holding anything from 5 to 100 Condensed Electriccharge.

The robot may hold experiments, but can only use them if it has a Science Unit, these experiments could be for example an EVA report, a sample collector and a dust collector.

The robot would have a base, and mounts for multiple types of robotic parts, as listed below:

Backpack mount. (For the RCS backpack, Dust collector backpack and extended range backpack.)

Small Battery Mounts. (2 of them, holds Condensed Electricity batteries, which are about the size of the small radial battery in stock.)

Large Battery Mount. (Only 1, holds a large radial Condensed Electricity battery, which is a bit bigger than the Large Radial Battery in stock.)

Utility Mount. (Holds the SAS, Engineering or Science units, but can only hold one, to balance it out, or instead can hold a stack Condensed Electricity battery.)

Avionics Hub/Brain. (Holds the robots command core.)

Body Antennae Mount. (Located on the main body, can mount a small or medium Robotic Reciever for control.)

Backpack Antennar Mount. (Located on all backpacks, can hold a Robotic Reciever dish, which can recieve signals from a longer range.)

So lets say we have a Robot, with an extended range backpack (has an extendable dish on it, which when extended gives 2km of range.) with a small reciever dish on it (mounted on the extended range backpack, gives a further 1.5km of range.) and on it's body has a medium Reciever. (Gives a further 1km of range.) Added to the standard 2.25km range of the standard robot core this robot has a range of 6.75km from the nearest Robot Signal Transmitter.

And emphasis on that 'Robot Signal Transmitter' well, this is a part located on ships that allow control to a robot kerbal thats close enough to the part for their avionics to pick the signal up, theres also signal beam transmitters that can be configured like RemoteTech, so if you set up a comsat network around a planet, you can have a robot with increased range, as signal beam transmitters give robots signals depending on the signal beam transmitters own range, and not the robots range.

Thats my input so far, hope you like it.

.... That seem's a little extreme, or more advanced than what I was looking for.

But, this is all really cool ideas!

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I had an idea to hack the leveling-up system for kerbalos for the robot.

If you can make tech nodes trigger the gaining of XP for all robots not on mission: then you could make it so any advances in technology for the robots (tech nodes) give the robot new abilities (like the XP-system does). You'd only have to disable the gaining of XP for robots in any other way and you'd be set.

This also has the upside that you can recover a robot from mission after you've unlocked a level up tech node, and he will level up. This simulates the robot beeing taken to the R&D facility to get those buffs you've just unlocked.

What do you think of the idea?

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I had an idea to hack the leveling-up system for kerbalos for the robot.

If you can make tech nodes trigger the gaining of XP for all robots not on mission: then you could make it so any advances in technology for the robots (tech nodes) give the robot new abilities (like the XP-system does). You'd only have to disable the gaining of XP for robots in any other way and you'd be set.

This also has the upside that you can recover a robot from mission after you've unlocked a level up tech node, and he will level up. This simulates the robot beeing taken to the R&D facility to get those buffs you've just unlocked.

What do you think of the idea?

That idea is freakin' awesome!

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erm, I found the following post in the forums, and it seems we need a not-yet-written plugin to make this robo-class become a reality.

Moving this to Add-on Development as this would definitely require a plugin at the moment, but it's not clear whether you'd prefer to do that yourself or make a request.

As a reminder, if you see something that needs a moderator's attention, hit the report button rather than posting about it in thread.

On topic, Kerbal roles are currently hard-coded by their names – you can't even change their roles without a plugin. That may change in future releases. Once you have a plugin to do that, you may be able to add a new class and create new traits.

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Small update everybody!

Sharkman Briton has agreed to help me with this project! Now, Sharkman Briton is in charge of .cfg of the parts.

I would love some help with the modeling and texturing.

I think I have an idea in the works, of how to get the new profession OF "RoboKerbal" in the works. Sumghai explained to me how to do this, here:

http://forum.kerbalspaceprogram.com/threads/103905-Change-Kerbal-Skills?p=1887405&viewfull=1#post1887405

Edited by Aelixander
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