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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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What happened to the Mecha Legs? I want to make replicas of the Mecha Tengu from Command & Conquer: Red Alert 3. And parts for making replicas of the King Oni mecha would also be nice.

They need some work and won't be in the pack immediately.

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They need some work and won't be in the pack immediately.

Yes, they are proving to be a challenge, I might re-work the way I was thinking of making them. Initially I was trying to be clever and use a walking rig animation for the smooth bi-ped motion, but even when you are controlling the animation with the animator, it is really hard to get a walk going.

What I am working on is something more akin to the Honda Asimo robot, and the legs will contain 8 new Infernal Robotics Servos, 4 for each leg and I will make it walk the same way I would program a real life robot to walk by manipulating the servo's to fire off in sequence to complete the walk cycle.

I figure why try and re-invent the wheel, I've made a few bi-ped robots with rasberry pi's and arduino's, I can't see why I couldn't replicate a similar thing with IR servos and some clever code.

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Now I'm imagining large scale Kerbal QWOP

Get the sequence right nnnNNNNNOOOOOOOO 200 ton faceplant

Let's say, I just watched Pacific Rim and it gave me some very crazy ideas... :D

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Maybe I am doing something wrong, but sometimes it doesn't seem to work.

I launched a "station core" with all having a dish washer.

They were in two groups, The first for the top and the bottom, and the other for the 4 sides, because I saw that I could right click and "lock" them individually, and I didn't want the window to be too big as I play on a 1100 pixel wide window.

All was good for the launch, and I even had fun with the rotation before detaching the engines that brought it to orbit.

So when I brought the power core (batteries, solar panels and rcs), I just docked it to the side, not minding the angle, because I knew I could rotate it afterwards, saving me a lot of trouble.

The problem is that when I hit the rotation button, it started spinning and never stopped, not even when locking the dish.

On an other future station, it was not rotating at all.

My question now would be "Does it need a specific setup that I missed in order to work properly?"

If needed, I can provide screenshots of the VAB setup and how it is currently attached.

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First off, great mod! I'm loving the things you can do with freely mountable rotation points. I was wondering, is it possible to edit the part.cfg files to make your parts (and possibly things like Dromoman's robotic arm parts that also use this .dll) consume electricity when being moved?

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First off, great mod! I'm loving the things you can do with freely mountable rotation points. I was wondering, is it possible to edit the part.cfg files to make your parts (and possibly things like Dromoman's robotic arm parts that also use this .dll) consume electricity when being moved?

I will put it down as something to look into. Great idea.

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Ah, so it's something that you would have to do then, not something I could just add in myself? I was kind of afraid of that, from my quick look at the parts.cfg format it looks like resource consumption has to be coded into the module class before it can be added to the .cfg. That sound about right?

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Ah, so it's something that you would have to do then, not something I could just add in myself? I was kind of afraid of that, from my quick look at the parts.cfg format it looks like resource consumption has to be coded into the module class before it can be added to the .cfg. That sound about right?

Yeah - presumably you don't want it just drawing power at all times, but rather when it moves. The module will need to tell the game when to start drawing power.

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Maybe I am doing something wrong, but sometimes it doesn't seem to work.

I launched a "station core" with all having a dish washer.

They were in two groups, The first for the top and the bottom, and the other for the 4 sides, because I saw that I could right click and "lock" them individually, and I didn't want the window to be too big as I play on a 1100 pixel wide window.

All was good for the launch, and I even had fun with the rotation before detaching the engines that brought it to orbit.

So when I brought the power core (batteries, solar panels and rcs), I just docked it to the side, not minding the angle, because I knew I could rotate it afterwards, saving me a lot of trouble.

The problem is that when I hit the rotation button, it started spinning and never stopped, not even when locking the dish.

On an other future station, it was not rotating at all.

My question now would be "Does it need a specific setup that I missed in order to work properly?"

If needed, I can provide screenshots of the VAB setup and how it is currently attached.

Nothing special you have to do other than just 1 docking washer per docking port. You don't perchance have a free docking washer placed on there as well causing it to keep spinning?

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No, only the "core" has the washers, I thought it was the cause for the "no spin at all" previously, where, I put it on both sides.

Now that I think about it, the washers and docking ports were put using 4x symmetry, so that might be part of the problem.

As soon as I docked something to one of the sides, the rotation also completely ceased for the 3 others.

And I looked closer for the infinite spinning, it doesn't seem to be the docking port that makes it spinning, making the whole thing even weirder.

I guess I'll just have to try again on the ground, to have more data and less time spent flying to dock.

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I like the legs, I'm hoping you include something with a really wide stance. I try to build my landers so they can land on the side of a hill and not topple.

Yea...landing on hills is a big problem. That's why I made legs that give a 15meter diameter base (when used on 2.5 tank) and have around 10meters of vertical travel. The MSI animator is really going to open up alot of new design possibility. Its going to make the whole 'one animation per part' deal a lot less bothersome.

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That looks helpful, but what I'm trying to build for is the "oh crap this isn't where I wanted to land but it's too late" type scenarios where landing means toppling over. I try to design landers that can land on a 45 degree slope -- get on the ground, keep from falling over, wait for everything to stop moving, then you can worry about little things like leveling the station. I've been told my landers look like spiders. I used to use Damned Robotics to build those, but the parts are too bouncy now (or were in 0.20) like they're attached with rubber bands, I can only use them if I can reinforce them with quantum struts, which I have to shut off to move anything . . . my 0.20 landers were getting too complicated. Also the simple hinged landing legs in KSP seem more troublesome in 0.21, I'd been using scaled versions of those, they are useful for getting yourself back upright if you do flip. But in 0.21 they're looking to be more trouble than they are worth. So I'm looking forward to both your replacement DR parts and your landing legs!

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That looks helpful, but what I'm trying to build for is the "oh crap this isn't where I wanted to land but it's too late" type scenarios where landing means toppling over. I try to design landers that can land on a 45 degree slope -- get on the ground, keep from falling over, wait for everything to stop moving, then you can worry about little things like leveling the station. I've been told my landers look like spiders. I used to use Damned Robotics to build those, but the parts are too bouncy now (or were in 0.20) like they're attached with rubber bands, I can only use them if I can reinforce them with quantum struts, which I have to shut off to move anything . . . my 0.20 landers were getting too complicated. Also the simple hinged landing legs in KSP seem more troublesome in 0.21, I'd been using scaled versions of those, they are useful for getting yourself back upright if you do flip. But in 0.21 they're looking to be more trouble than they are worth. So I'm looking forward to both your replacement DR parts and your landing legs!

My problem was I was always landing on uneven surfaces. I landed once and it was so crooked that I had a very hard time getting a rover off the ramp not to mention it was worse trying to get the rover back onto the ramp! I got fed up and stopped playing essentially for the most part because of that. I want to be able to land on almost any surface so this plugin is my solution.

Edited by sirkut
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I went back through screenshots, this was my favorite DR-based rover/lander.

Folded up:

9386933084_3074ce681c_o_d.jpg

Landed and skittering around. The landing legs held at an angle helped prevent rollovers, and could turn it back over if it did roll.

9384156203_bf3e91016a_c_d.jpg

(I should have waited for daylight to get screen shots!)

Both the DR parts and those legs are too floppy to be usable now though. I'd love to be able to resurrect that thing.

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That looks insane! Do you still have the craft file for that? I'd love to take a look at it. After I finish the MSI Animator plugin I will be looking at the floppy issue with the robotic parts and I could use an example to work upon.

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I finally understood what was wrong with my design...

I used the "free move" ones for the sides, that was the whole problem.

I tried again with the standard ones, and it works perfectly.

Great news and glad it's working now. Hope you get some use out of them.

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what we need is MOAR landing gear for planz pls lol.

do u need the original inferno for this. directions on main page kinda vague. and what excatly do u have to add to old parts to work now do just put <part> at beging and end of its cfg?

Edited by sidfu
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what we need is MOAR landing gear for planz pls lol.

do u need the original inferno for this. directions on main page kinda vague. and what excatly do u have to add to old parts to work now do just put <part> at beging and end of its cfg?

Look at the first post, I've updated it. You will need the Infernal Robotics plugin that I have on the mediafire link. Don't use the one that was floating around originally.

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