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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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New Rotatron is now up. Contains 3 sizes, picture shows a comparison with the original Damned Robotics part.

fbffxh0pgu0oy42fg.jpg

I added an auto increment feature when creating new groups so they all won't have the same name during launch. They will be New Group, New Group2, etc. Last thing on my list is to finish the piston and figure out the custom speed control issue.

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Will it be steady enough to hold considerable payloads under gravity stable or are they fore "zero-gravity" purposes only? :D

I see Devos Hand in this models :D

I made closed, open and tall hinges, rotatron(3 sizes) and the adjustable rail. Artwork is devos so thanks for the indirect compliment!

Not sure on the loads. I've been just getting it out and testing the plugin.

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Id really appreciate some Kind of massive hinges. i used the Docking washers for some moving/flapping purposes, but they are just too weak, ist getting wobbly on the move...but if you build a self constructing base on Tylo, there is Need for steady robotics i guess :) agree? :)

Oh and a sidenote: you guys, are awesome! :D

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Good work =) I am just in the making of new parts for DROMOMAN, new hinge joints and trying to make a telescoping limb like the one used on the Russian strela crane =)

Let me know via PM or here with what you come up with. I like using your parts for arms.

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Found a bug. Once you attach a hinge it won't come back off.

It will come off, the whole thing isn't a collider so try touching one half of the hinge. If that isnt the case, which hinge is it?

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It will come off, the whole thing isn't a collider so try touching one half of the hinge. If that isnt the case, which hinge is it?

It's not the door hinges but the Powered Hinge, I tried the 1/4 one. I put one onto my ship to see the scale and when I tried to take it off, i could select it but it took the part it was attached to with it.

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It's not the door hinges but the Powered Hinge, I tried the 1/4 one. I put one onto my ship to see the scale and when I tried to take it off, i could select it but it took the part it was attached to with it.

It works for me. Do you have the latest version? I can mouse over it and it will turn green meaning you can select it.

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It works for me. Do you have the latest version? I can mouse over it and it will turn green meaning you can select it.

I have the latest version and I can mouse over it as well and it turns green but it i try and grab it it brings what it is attached to as well. I'm testing them on a LLL cockpit and found it ONLY happens if they are attached centered on the hull. Also happens for all three sizes.

EDIT: Ok it seems they CAN be removed safely if I click on the top but NOT if I grab it from any other side.

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I have the latest version and I can mouse over it as well and it turns green but it i try and grab it it brings what it is attached to as well. I'm testing them on a LLL cockpit and found it ONLY happens if they are attached centered on the hull. Also happens for all three sizes.

EDIT: Ok it seems they CAN be removed safely if I click on the top but NOT if I grab it from any other side.

Strange I connected it to the lander can by the node and had no issues and I was moving it by clicking on the side and not the top.

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I'm not doing node attachment. I'm using surface attachment.

I'm not sure what to say. Here's a video showing I'm not crazy. :)

I doubt it would be an issue with the LLL parts but I could check and see.

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Id really appreciate some Kind of massive hinges. i used the Docking washers for some moving/flapping purposes, but they are just too weak, ist getting wobbly on the move...but if you build a self constructing base on Tylo, there is Need for steady robotics i guess :) agree? :)

Oh and a sidenote: you guys, are awesome! :D

Massive? How big do you need it? If you want larger do this:

1. open the cfg of the part you want to resize, copy ALL the text

2. then right at the bottom below the last "}" bracket, paste all the text.

3. For the bottom portion, give it a unique name (I just added a 2 at the end)

4. where the line says title give it a unique name so you know which is which in the editor

5. add a line rescaleFactor = X.X where X.X is a value. I did 3.0

Here's the result. The smaller closed hinge is the real size, the one next to it is with a rescaleFactor of 3.0:

kdo4qgkmyk3ozfxfg.jpg?size_id=6

Next one is with rescaleFactor of 6.0

5wjp1xlhxioz17xfg.jpg?size_id=6

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Found a bug. Once you attach a hinge it won't come back off.

I have this too occasionally with surface attached parts. It's not just MSI stuff either. I see this frequently with struts. If you mouse around them enough usually you can find the sweet spot where you can select them, but not always.

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I have this too occasionally with surface attached parts. It's not just MSI stuff either. I see this frequently with struts. If you mouse around them enough usually you can find the sweet spot where you can select them, but not always.
If it's the same issue that sometimes affects struts, then I find that zooming in on them sometimes seems to help. Maybe it just makes it the sweet spot larger and easier to find?
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I also am making some pistons, but a little more unique. I was never content with the toothpicks we were using previously so I am making something more umm industrial..

You say industrial, you mean like mechanic shop car lift industrial? Actually, How hard would it be to have a series of pistons that in the closed position, sit flush, or almost flush, with a surface. (to hide em inside fueltanks/girders, for instance)

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You say industrial, you mean like mechanic shop car lift industrial? Actually, How hard would it be to have a series of pistons that in the closed position, sit flush, or almost flush, with a surface. (to hide em inside fueltanks/girders, for instance)

hmm would be tricky, for a few reasons.IR can't use a scale transform animation, it has to be a static part so if you wanted it flush with say, a fuel tank - the part would need to recess into the tank. This could play havoc with tanks that don't allow collision for example, so when you extend the piston it would break the tank as something would be pushing the collider from the inside, which would be the end effector of the piston thats moving. Make sense? ideally you are trying to avoid colliding ....colliders.

When I said industrial, I mean something that both looks and acts like it was designed to push and pull extremely heavy objects, and in a variety of shapes and sizes. They are not that difficult to make so it's more an aesthetic thing.

Ok and Sirkut.. don't forget teh logo..

image.php?id=C77A_51D4E728&jpg

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So I've been using Infernal Robotics these couple of days to create a base builder.

At first I looked at a real life favorite of mine: Athelete

819462-athlete-rover-650.jpg

You should really check out the JPL website for it.

Here's my version:

screenshot24_zpsb4e9e479.png

Although it has 24 Infernal Robotics parts, it quite easy to control

Every joint is put in it's own group, so you can control all the same parts at once.

Each arm has it's own action group to disable it completely.

In this picture all the arms are disabled, except for one, to make it move on it's own.

screenshot25_zps1d065eb1.png

But this design leads to to a few problems:

Not enough room for big modules/habs and I want to use it to make a modular and reusable rocket.

The wheels can get caught, and jump to it's new place, when you move the arm.

The wheels bare the load on the side, which makes it hang to one side.

So I needed something bigger, something which can hold more mass, bigger size modules and it needs to go up higher, better wheels and maneuverability.

I tried cranes before, but you need huge counter weights to stop it from falling over. You can get rid of the counter weight by just making

your vehicle lift from the center of mass, that way you are only adding to the center of mass.

In comes a new design: BRUTuS - Base constRUction and Transport System

screenshot28_zps1c3d5fea.png

It can lift things up without a problem. It's going to have an extra rail to go up even higher, so it's able to lift a standing orange tank.

screenshot29_zps10942824.png

To lift modules it uses docking ports. A horizontal rail is used to select between 2 docking ports and keep the center of mass centered.

screenshot31_zpsf07e00b7.png

Smaller modules aren't a problem either.

screenshot33_zps72b34b22.png

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Thats quite cool. Id just built a Gundam K (Kundam) :D I love this mod (u can hav an early Peak on it here: http://forum.kerbalspaceprogram.com/showthread.php/46180-WIP-Kundam-Kerbadroid ).

Ist my test "mecha" to get Infos about durability and steadiness of the hinges. Tonight i hope i can finish it and make it fly. Dunno if it can walk, thats a complex Animation Matrix to set up. :o

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