sirkut Posted May 6, 2014 Share Posted May 6, 2014 Hmmm. Strange things happen if you connect the 'inside' section of the Hinge Pivotron - Standard (Open) to your structure instead of the 'outside'. As in, the wrong part of the hinge moves and the model ends up floating in space. Is this expected behaviour or should I poke around with it some more and get screenshots and details etc?Only one side is deemed the stable position, if you attach it the wrong way it will act up like you just said. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 6, 2014 Author Share Posted May 6, 2014 Hmmm. Strange things happen if you connect the 'inside' section of the Hinge Pivotron - Standard (Open) to your structure instead of the 'outside'. As in, the wrong part of the hinge moves and the model ends up floating in space. Is this expected behaviour or should I poke around with it some more and get screenshots and details etc?This isn't expected behaviour as such, but a limitation of the mod and occurs with all existing IR parts too. To alleviate this, all these new parts have yellow markers near the "correct" attachment node. Use these as a guide to avoid incorrect placement.Edit: ninja'd Link to comment Share on other sites More sharing options...
sirkut Posted May 6, 2014 Share Posted May 6, 2014 This isn't expected behaviour as such, but a limitation of the mod and occurs with all existing IR parts too. To alleviate this, all these new parts have yellow markers near the "correct" attachment node. Use these as a guide to avoid incorrect placement.Edit: ninja'dNinja'd? Hardly, you gave a better explanation. Link to comment Share on other sites More sharing options...
Darren9 Posted May 6, 2014 Share Posted May 6, 2014 I love the look of the new joints, not sure I'll ever find a use for an uncontrolled pivitron but who knows I do have a part suggestion if that's OK, not sure if it's already been requested, currently the Rotatron Right-Angle (rev) seems the most suitable VTOL engine rotator, rotating it though moves the thrust and mass of the engine in a big arc around the rotation point which is bad for stability. Could we get a specialized engine rotator with offset attach point, at the moment it's quite hard to make one. The picture will probably explain better than I can with words, a single piece that achieves what that little contraption does, would surface attach at the rotator and a 1.25m and 0.625m high variant would accommodate quite a few engines. Link to comment Share on other sites More sharing options...
Galane Posted May 8, 2014 Share Posted May 8, 2014 Too bad KSP's limitation of not allowing loops of nodes prevents using this to make a Sarrus Linkage.Late part suggestion. Plain old wedges in a few angles which could be stuck on then attach a hinge or rotator or structural part to stick out non-orthogonally. Look up a Kaman 'eggbeater' twin rotor helicopter to see where this idea is going... Synchronizing the two blades would be a problem unless there's some way to craft high speed gearing in KSP?The wedges could also be used to 'bend' a robot or crane arm to be able to reach over an object without needing to add a hinge in the middle.An alternate method would be a hinge which can have its angle tweaked and locked in VAB/SPH.Yet another on the wish list, one shot robot parts that can be moved once and only to their pre-set limit then they lock and the servo control for them vanishes. That'd be useful for something like an Eve rover that will be dropped, unfolded for use then left there. No need to fold up what won't be recovered. Link to comment Share on other sites More sharing options...
B787_300 Posted May 8, 2014 Share Posted May 8, 2014 uuuum it seems that the colliders are a bit off on the structural parts and the robtic joints Link to comment Share on other sites More sharing options...
Bobhendly Posted May 9, 2014 Share Posted May 9, 2014 Im designing a helicopter.. A couple things would be nice: Some flat and small free spinning docking washers, And a gimbal. Link to comment Share on other sites More sharing options...
Camacha Posted May 10, 2014 Share Posted May 10, 2014 Too bad KSP's limitation of not allowing loops of nodes prevents using this to make a Sarrus Linkage.I do not have a KSP installation handy to experiment, but should that not be possible with proper struttage? Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 10, 2014 Author Share Posted May 10, 2014 uuuum it seems that the colliders are a bit off on the structural parts and the robtic jointsPretty much all of the colliders are simplified geometry (for performance), so for example the RoboTube ones ignore the outside protrusions, and the joints ignore the "motor" feature. Are there any particular ones you think should be addressed?Im designing a helicopter.. A couple things would be nice: Some flat and small free spinning docking washers, And a gimbal.There is already a free spinning Rotatron in the collection. I will be adding docking washer sized versions in the future though. As for gimbal, an uncontrolled one is possible by combining the two free spinning Pivotron types. I may considere a powered version in the future, but I'm not sure of how useful they would be. Link to comment Share on other sites More sharing options...
CaptainKipard Posted May 10, 2014 Share Posted May 10, 2014 Zodius can I suggest you change the title of this thread? You might get more feedback. Link to comment Share on other sites More sharing options...
B787_300 Posted May 10, 2014 Share Posted May 10, 2014 two things1. change the title and update the OP to have the new stuff2. would it be possible to make a telescoping tunnel that could be used as like space station jetways? Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 14, 2014 Author Share Posted May 14, 2014 two things1. change the title and update the OP to have the new stuff2. would it be possible to make a telescoping tunnel that could be used as like space station jetways?#1. Thanks for reminding me. I'll get on that shortly As for #2, I did have a station sized telescoping section modelled ages ago but never got it in game. It's certainly on my list of stuff to add in the future Link to comment Share on other sites More sharing options...
B787_300 Posted May 14, 2014 Share Posted May 14, 2014 Zodius the reason i ask is that i made a 2m Docking bay and it looks odd having just the port on the end of a rod... breaks immersion that i want the docking pert to move crew... here is an image the shuttle is called Nero and he will burn down Rome when given the chance... he is currently banished into a 250km orbit... Link to comment Share on other sites More sharing options...
sirkut Posted May 14, 2014 Share Posted May 14, 2014 Be careful not to dock two crafts that have extendable docking ports when utilizing the Infernal Robotics plugin. One of the "extensions" will break due to parenting and will cause you grief. If you dock with just one using this method you should be fine. Link to comment Share on other sites More sharing options...
BigD145 Posted May 14, 2014 Share Posted May 14, 2014 Stuff released? Sweet. Looking forward to a full release. Link to comment Share on other sites More sharing options...
B787_300 Posted May 14, 2014 Share Posted May 14, 2014 Be careful not to dock two crafts that have extendable docking ports when utilizing the Infernal Robotics plugin. One of the "extensions" will break due to parenting and will cause you grief. If you dock with just one using this method you should be fine. thanks for the warning Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted May 14, 2014 Author Share Posted May 14, 2014 Zodius the reason i ask is that i made a 2m Docking bay and it looks odd having just the port on the end of a rod... breaks immersion that i want the docking pert to move crew... here is an image the shuttle is called Nero and he will burn down Rome when given the chance... he is currently banished into a 250km orbit...http://i.imgur.com/mxReToi.pngI have similar usage plans for such a part. Here is the old design I started on. When I get inspiration I'll revisit this concept, but don't expect this anytime soon. Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 15, 2014 Share Posted May 15, 2014 Alright, so can someone explain to me why the structural pieces exist? I mean...what purpose do they serve, functionally, that beams and trusses in the stock game do not? Link to comment Share on other sites More sharing options...
sumghai Posted May 15, 2014 Share Posted May 15, 2014 Alright, so can someone explain to me why the structural pieces exist? I mean...what purpose do they serve, functionally, that beams and trusses in the stock game do not?Presumably, so that certain actuators can be stowed inside them resulting in much more streamlined designs. Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 15, 2014 Share Posted May 15, 2014 Presumably, so that certain actuators can be stowed inside them resulting in much more streamlined designs.I'm not seeing it. The sections on the right of the image on the first post all have cross beams that would block any sort of stowage, and the rest are either adapters or solid structural pieces. Link to comment Share on other sites More sharing options...
sumghai Posted May 15, 2014 Share Posted May 15, 2014 I'm not seeing it. The sections on the right of the image on the first post all have cross beams that would block any sort of stowage, and the rest are either adapters or solid structural pieces.Whoops!The parts currently released by ZodiusInfuser are simply truss parts compatible with his reworked IR models. I must've mistakenly assumed that these were included in the download as well. Link to comment Share on other sites More sharing options...
phoenix_ca Posted May 15, 2014 Share Posted May 15, 2014 Yeah. I saw another post of those and I can see the utility. It's just the pure structural parts that have me a little miffed as to their existence. I mean...if the point is just to have cool looking parts...I guess that's fair enough. Link to comment Share on other sites More sharing options...
TheCardinal Posted May 15, 2014 Share Posted May 15, 2014 I have similar usage plans for such a part. Here is the old design I started on. When I get inspiration I'll revisit this concept, but don't expect this anytime soon.https://www.cubby.com/pl/DockingArm%20Complete.png/_d1d81e62a11f4d75aab372eab50bd328Errrrrr ... inspiration??? The designs already look perfect to me but i guess it's the plugin which requires a lot of work. Link to comment Share on other sites More sharing options...
codepoet Posted May 15, 2014 Share Posted May 15, 2014 Does any of this stuff include any unpowered, free moving hinges? I am interested in coming up building a rocker-bogie suspension system for a rover. Link to comment Share on other sites More sharing options...
Darren9 Posted May 15, 2014 Share Posted May 15, 2014 Does any of this stuff include any unpowered, free moving hinges? I am interested in coming up building a rocker-bogie suspension system for a rover.Yes, free hinges and free rotators, you can also use a powered part and adjust the "jointspring" value in the parts .cfg to get various stiffness spring hinges and rotating joints. Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now