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tendons, inputs, free pivot, mech leg


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1) tendons

 

one of the things that's a staple in a leg is a muscle to move a joint. because of the way attaching things works in ksp, the only way to make a "muscle" to articulate a hinge is with a strut connector, perhaps adding a more solid way to attach a "muscle" hydraulic would be a good idea.

 

2) input binds for KAL

one of the issues with KAL seems to be a bunch of pressing play on them, maybe i'm just using them wrong but i'd like to be able to keybind a KAL controller that's set to walk forward to W, and left and right to A D. 

 

3) feet pivotrons

infernal robotics had unpowered free pivotrons, which would be useful for creating free-rotating feet. i'd suggest maybe having a system that activates a traction lock on the foot when it hits the floor. 

 

4) mech hip servo

 

one of the issues i had with using the hinges was that the larges one is too wide to be used on anything but the largest construction, and the smaller hinges seem to bow under stress of carrying a fully constructed mech, making rolling a better option than walking.  so i'd like a more expensive version of servos and hinges specifically designed for use on mechs rather than on mechanical arms etc, with high weight tolerance for a small size. this would allow people to make mechs that don't bounce like the legs are suspension modules. 

Edited by aruoch
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@aruoch You can already do #2, sort of. Once you’ve made your ‘walk forward’ track on a KAL, you can bind it to W on an axis group. It won’t work like a rover wheel (ie, you have to hold W to keep moving forward), but instead you’ll be able to press W and as long as the KAL track is set to loop mode, your mech will keep walking until you press the button again.

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