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[0.90] Magic Smoke Industries Infernal Robotics - 0.19.3


sirkut

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first, i'm absolutely loving the new parts. way better than the untextured (and incomplete) old DR-stuff

second, is there a chance we could get some kind of... "inline washer"?

it would "just" be for part reduction... something like "washer | structural fuselage | washer" in the 3 sizes and also a free spinning one (preferably also 3 sizes). the center part should be big enough to put a radial attachment point on it (or have already 4 on each side... although just enough room to put them would be more flexible for 3/5/6+ configurations).

with that, one could make spinny stuff without having more parts or both ends spinning indipendantly (that's what keeping me from using 2 free spinner and stuff inbetween)

would be great for... spinning hab-modules (with a still "fixed" ship), rotating huge solar panels along another axis, etc.

I don't know that 3 parts -> 1 part is that big a difference, unless you're using a lot of these, in which case, dang.

This may be what you mean by huge solar panels, but the KOSMOS pack's Balka Solar Wing Arrays turn on their long axis and also rotate around the central hub. Similarly, Lack Luster Labs has a large, animated rotating habitation module. It's a bit of a pain to work around, because it does things like intercepting struts, but it looks cool.

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I'm... a bit confused as to how to use the new telescoping piston part thingies. Are there instructions or a quick photo-album example of how the ABC parts work together?

Stack one on top of another. Allow for the top piston to "clip" inside it in order for the nodes to attach. You can descend in size or you could use the same sized one.

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This may be what you mean by huge solar panels, but the KOSMOS pack's Balka Solar Wing Arrays turn on their long axis and also rotate around the central hub. Similarly, Lack Luster Labs has a large, animated rotating habitation module. It's a bit of a pain to work around, because it does things like intercepting struts, but it looks cool.

Would you happen to have screens of that solar panel?

Also, speaking of solar panels... I saw some really huge ones, ISS-like, with a "central strut" and to long strips of panels on both sides... Any idea where they are from?

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Those ARE the Balka panels from the KOSMOS mod!! They some in 2 flavors, a single wing which you can surface attach like the stock ones, and the Balka solar wings which have 2 wings and a central mount, stack attached. The 2 panel version can spin around the hub and each panel rotates to keep the best alignment with the sun, very useful(and powerful, They generate alot of juice)...

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I got the truss modeled and the attachment nodes squared away. 5 on each end of a square base. Skinning tomorrow and I'll have it available in many sizes of course. I'm also going to include an attachment cube that you can use all 6 sides to attach stuff to. Here's a screenshot of the WIP. Single truss in the center with the other 8 trusses connecting to it.

rs8dvn3vxol11qifg.jpg?size_id=5

What if you left one of the "block" ends off the truss? That way when you connect 2 together you don't have a huge 2x sized block at the junction. If you wanted to have the extra connect nodes at the cutoff end you could put the cube on it.

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What if you left one of the "block" ends off the truss? That way when you connect 2 together you don't have a huge 2x sized block at the junction. If you wanted to have the extra connect nodes at the cutoff end you could put the cube on it.

Good idea. I'll make it happen.

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That's pretty cool actually! Simple and easy to control. I wonder what it's like if you go faster?

Great bot! Mine can go speed "6" on the dial, which is a little faster than the one you're showing off, but not much. Any more and legs start to get warped and twisted and then it throws itself into the air, usually landing on its back - however - I can usually just dial the legs into the right place, raise them, and carry on upside down at a slower speed! :D

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How do I make/program/build the parts to move in exact steps (e.g. 90 degrees or different degrees for several parts in a group) by pushing one button?

And: Can this be combined with one of the "cam-mods" for a targeting view of the grappler?

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How do I make/program/build the parts to move in exact steps (e.g. 90 degrees or different degrees for several parts in a group) by pushing one button?

And: Can this be combined with one of the "cam-mods" for a targeting view of the grappler?

can you sketch a pic or find a pic similar to what your talking about?

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How do I make/program/build the parts to move in exact steps (e.g. 90 degrees or different degrees for several parts in a group) by pushing one button?

And: Can this be combined with one of the "cam-mods" for a targeting view of the grappler?

There isn't a way to do steps/degrees with the plugin. Maybe in the future.

You can put a camera on the parts just fine as a mobile camera base. I made a model for the hull camera plugin by Albert VDS.

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can you sketch a pic or find a pic similar to what your talking about?

Like the roboarms, they have a camera at the end of the magnetic part.

There isn't a way to do steps/degrees with the plugin. Maybe in the future.

And how are our fellow Kerbalers building their rotating engines - or rather use them with some precision on VTOLs?

Edited by KerbMav
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I updated the lander sense you gave us some cool tele-pistons. Now its so stable on landings and support. So i made it carry two rovers instead of one

ibBxD3o.jpg

Q5HZN0S.jpg

Wow that's a pretty wild ship.

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Like the roboarms, they have a camera at the end of the magnetic part.

And how are our fellow Kerbalers building their rotating engines - or rather use them with some precision on VTOLs?

I attach mine with rotatrons and control by setting keys for rotation. Set the speed low (.2 or so, wish this was set-able during build) and its easy to make gradual changes. Sudden changes are a way to escape controlled flight pretty easily ;)

I don't think I've put this image in this thread, so apologies if this is a re-post:

heavy_vtol.png

The hardest part of VTOLs in KSP (to me anyway) is actually the stock flight mechanics. Pretty sure lateral movement ends up creating funky lift and "backwards" movement really messes badly with stock KSP flight physics, so I ended up installing FAR in order to reduce silly things from happening when my VTOls drifted sideways.

Edited by cameroon
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I attach mine with rotatrons and control by setting keys for rotation. Set the speed low (.2 or so, wish this was set-able during build) and its easy to make gradual changes. Sudden changes are a way to escape controlled flight pretty easily ;)

My question was more like "how do you get a perfect 90 degrees rotation" - but thinking about it again, this might not even be needed ... although during landing an takeoff the engines should point as vertical as possible ... but then there is the return-to-starting-position button in the GUI of the mod ... OK! :cool:

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would there be any way to have the angle displayed and be able to directly set the angle for the rototrons? The base, or zero angle would be based off off the 'control from here point' i would guess. that way you could set bot to be exactly 27.5 deg if so desired or exactly 90 deg out of sync

thanks.

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Now that was impressive TinyPirate. When I saw that you could tilt the fairings to make them paddle wheels I flipped out!

drtedastro, I could probably display the angles but I plan on doing that, it will be way after I fix the UI and port it over to the new Module system.

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That is just wicked.

Now back to building my 2-legged Mecha. Which i believe, if it succeeds, might actually be the first 2-legged mecha to ever work in KSP.

At least the first one to be posted on the forum when its done...at least.

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Ok I LOVE the new pistons! Namely the ones that retract into the body of the craft because I managed to combine that and the rotatron to make a crane!

Glad you like them. Be sure to thank ZodiusInfuser for the idea and model!

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