ZodiusInfuser Posted August 17, 2013 Share Posted August 17, 2013 Questions. What is the dimensions of this washer idea? Will it have an opening like the ball bearing image? I'm trying to get an idea of how I'm supposed to model this.I tried to show this in a previous post (but my modelling skills are somewhat lacking ): http://forum.kerbalspaceprogram.com/showthread.php/37707-0-21-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-7?p=597280&viewfull=1#post597280. As that shows, it would have a solid core about the same size as the three inline RCS tanks. The bearing part would extend out around it.It you want you could make the centre be hollow, so that it can be placed around existing tanks, but that seems rather complex to pull off. Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 I tried to show this in a previous post (but my modelling skills are somewhat lacking ): http://forum.kerbalspaceprogram.com/showthread.php/37707-0-21-Magic-Smoke-Industries-Parts-Infernal-Robotics-0-7?p=597280&viewfull=1#post597280. As that shows, it would have a solid core about the same size as the three inline RCS tanks. The bearing part would extend out around it.It you want you could make the centre be hollow, so that it can be placed around existing tanks, but that seems rather complex to pull off.Wow I'm a tard. I know exactly what you want now. Making it hollow may cause attachment problems but I think I can do that! Question, do you still have that model and if so is it in blender? If so, send it to me and I can make it a reality. Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 17, 2013 Share Posted August 17, 2013 Kept having a strange feeling I was being followed on Duna..... Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 Kept having a strange feeling I was being followed on Duna.....That was a problem with an old version of the plugin. The translation has been fixed in 0.7 (and noone has told me otherwise). However you will have to restart that flight in order for the fix to work. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted August 17, 2013 Share Posted August 17, 2013 Wow I'm a tard. I know exactly what you want now. Making it hollow may cause attachment problems but I think I can do that! Question, do you still have that model and if so is it in blender? If so, send it to me and I can make it a reality.I do still have it but didn't used blender to make it. I can send you a .obj file if you'd like, although I expect the scaling is way off? Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 I do still have it but didn't used blender to make it. I can send you a .obj file if you'd like, although I expect the scaling is way off?That's fine. it will give me something to work with. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted August 17, 2013 Share Posted August 17, 2013 PM sent your way Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 17, 2013 Share Posted August 17, 2013 Thanks sirkut, it was a test flight anyway, it landed um a little hard... 14ms Im working on a mobile Duna base, my next problem is figuring out what my problem with Ioncross life support is Link to comment Share on other sites More sharing options...
GeckoOBac Posted August 17, 2013 Share Posted August 17, 2013 Hello, Would you be able to make a proper rail system in the future?I was looking forward to try and make a Canadarm2 inspired robotic arm for my station, unfortunately the Adjustable Rail just doesn't cut it...The Canadarm2 on the ISS is basically mounted on a rail system that spans all the length of the main truss, allowing the base to move along... Ideally this would mean that the rail should be made of two pieces I think:1) A modular rail tract. This should probably come in different lengths, but the important feature would be that it'd allow the piece n°2 to move freely between sections of rail (even allowing small gaps, possible), thus allowing for later additions to the rail.2) The payload support. This would be basically a small attachment point, that would need to be placed on top of a rail and stay attached there (at least with some resistance), while being able to move freely along the rail.The support wouldn't need to be huge because ideally one would use something like docking ports to actually attach the real payload to it (as launching all at once would probably make for some unbalanced cargo).In theory one would be able to couple these pieces to make larger rails (ie 2 or 3 rails with a support each) to attach bigger and heavier payloads. This shouldn't need any additional work, as long as you make the rails parallell and the attachment points placed in correspondence to the payload ports (or whatever other attachment method the player's going to use).For reference:http://en.wikipedia.org/wiki/Canadarm2#Mobile_Base_System Link to comment Share on other sites More sharing options...
Gristle Posted August 17, 2013 Share Posted August 17, 2013 Kept having a strange feeling I was being followed on Duna.....I noticed this also last night. same part too. I'm using v0.7. Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 I noticed this also last night. same part too. I'm using v0.7.Gah. WTF. Thanks for the confirmation. Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 Is it from reloading the scene? Coming back after a saved game? Link to comment Share on other sites More sharing options...
Donziboy2 Posted August 17, 2013 Share Posted August 17, 2013 The update worked for me, i was actually able to reload the ship and the floating parts are gone. Link to comment Share on other sites More sharing options...
Albert VDS Posted August 17, 2013 Share Posted August 17, 2013 I noticed this also last night. same part too. I'm using v0.7.I would suggest deleting the previous installation of Infernal Robotics and redownload 0.7. Link to comment Share on other sites More sharing options...
Mihara Posted August 17, 2013 Share Posted August 17, 2013 This mod needs better documentation. As excellent as the very capability to use moving parts is, it took me bloody three hours to find a combination of actuators that behaved as I expected them to. ...It also seems to me that the medium piston is not moving correctly. At least, it's not supposed to be able to compress beyond VAB length, is it? Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 This mod needs better documentation. As excellent as the very capability to use moving parts is, it took me bloody three hours to find a combination of actuators that behaved as I expected them to. ...It also seems to me that the medium piston is not moving correctly. At least, it's not supposed to be able to compress beyond VAB length, is it?I'm not sure what you mean. I did upload a version that allowed the piston to travel further than it should. I suggest downloading version 0.7 if you haven't already.I'll make better documentation soon. Link to comment Share on other sites More sharing options...
jsalexan Posted August 17, 2013 Share Posted August 17, 2013 The bearing with a solid center that doesn't move so things can rotate around a central core is one of them, the other idea is very similar to the snake robot thing, but doesn't need as many bending directions (just one direction should be good enough but more would be cool)As for the other idea, grab a plate, stick a motorized hinge on it and then another plate. that's the basic concept. Make it taller to bend farther. For my instance, I only really need it to bend 20-30 degrees maximum off the center of the vertical axis.I did some playing in KSP to try to simulate it. It might be simplest to call it a ball joint, bender or just a really big hinge What would be really cool is if you could program each pivot to be a set number of degrees (from 1-30 say) and have two states, normal and bent. Link to comment Share on other sites More sharing options...
Mihara Posted August 17, 2013 Share Posted August 17, 2013 I'm not sure what you mean. I did upload a version that allowed the piston to travel further than it should. I suggest downloading version 0.7 if you haven't already.I've seen this particular bug, it's no longer happening. Right now, I am using 0.7 and the medium piston appears to be able to compress beyond it's structural limit. I.e. the shaft can go through one of it's ends. I might of course be imagining things in the chaos of small parts, but that was what it looked like. This does not seem to happen with a small piston.I'll make better documentation soon.IMHO, what needs documenting is where the limits of each actuator and which direction do they go to, it's visually obvious with pistons (they're closed, they extend) but not quite so visually obvious with hinges (I was surprised to find the open flat hinge closes in the direction completely opposite of where I expect it to close) or rails. Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 I've seen this particular bug, it's no longer happening. Right now, I am using 0.7 and the medium piston appears to be able to compress beyond it's structural limit. I.e. the shaft can go through one of it's ends. I might of course be imagining things in the chaos of small parts, but that was what it looked like. This does not seem to happen with a small piston.IMHO, what needs documenting is where the limits of each actuator and which direction do they go to, it's visually obvious with pistons (they're closed, they extend) but not quite so visually obvious with hinges (I was surprised to find the open flat hinge closes in the direction completely opposite of where I expect it to close) or rails.I see what you mean but I think most people, coming from using Damned Robotics, wasn't so confused with the hinges. I'll make some small animated gifs showing the min/max movement of each part.Also. can you provide a screenshot of the medium hinge issue you mention? I am not seeing the problem. Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 I've seen this particular bug, it's no longer happening. Right now, I am using 0.7 and the medium piston appears to be able to compress beyond it's structural limit. I.e. the shaft can go through one of it's ends. I might of course be imagining things in the chaos of small parts, but that was what it looked like. This does not seem to happen with a small piston.Maybe you are imagining things. It doesn't compress further than it should nor extend further than it should. All pistons have the same starting point and have been rescaled on how far they can travel. Link to comment Share on other sites More sharing options...
Mihara Posted August 17, 2013 Share Posted August 17, 2013 I see what you mean but I think most people, coming from using Damned Robotics, wasn't so confused with the hinges. I'll make some small animated gifs showing the min/max movement of each part.By the time I considered designing a mission around Damned Robotics, it no longer worked, so I didn't have as much time to play with it as most people. Also. can you provide a screenshot of the medium hinge issue you mention? I am not seeing the problem.I'll try to replicate the problem and get back to you if I it replicates. Thank you very much for your excellent work. Link to comment Share on other sites More sharing options...
Gristle Posted August 17, 2013 Share Posted August 17, 2013 I've found a bug, but not sure if the report goes here or in Devo's Wayland thread. Infernal robotics parts do not work if your craft has the Freelancer command pod in it. The vessel loads fine, and you hear the actuators make noise, but nothing moves. Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 By the time I considered designing a mission around Damned Robotics, it no longer worked, so I didn't have as much time to play with it as most people. I'll try to replicate the problem and get back to you if I it replicates. Thank you very much for your excellent work.Your welcome but thanks for using the plugin & parts. I've learned a lot from tackling this endeavor with the help of Devo. Link to comment Share on other sites More sharing options...
sirkut Posted August 17, 2013 Author Share Posted August 17, 2013 I've found a bug, but not sure if the report goes here or in Devo's Wayland thread. Infernal robotics parts do not work if your craft has the Freelancer command pod in it. The vessel loads fine, and you hear the actuators make noise, but nothing moves.Interesting. Let me redownload that now and test it(on the wife's machine). Link to comment Share on other sites More sharing options...
ASnogarD Posted August 17, 2013 Share Posted August 17, 2013 I have something for you to think about Sirkut...Can you put in sub menus in the UI with the plugin ? If so how does a menu system with a main heading and then when you open it you get the controls sound ?Think...Crane [+]which then becomesCrane [-]- Crane Rotate < o >- Crane Tilt......< o >- Crane Extend.< o >... and if thats possible, a nice feature would beCrane [+] o (the o here would be like pressing o on all the components of the Crane group at the same time (or better still sequentially))The UI would then look something like...Crane [+] oDrill....[+] oLifter..[+] oAs always , these are just mere suggestions and ideas , not demands. I do appreciate your hard work in this mod and really enjoy the freedom these parts add to my designs. Link to comment Share on other sites More sharing options...
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