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[WIP] MSI's Infernal Robotics - Model Rework (v02 Pre-Release Beta)


ZodiusInfuser

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In 3 of your parts (IR_Pivotron_RangeNinety, IR_Rotatron_RightRev, IR_Rotatron_Uncontrolled), after the IR v0.15 update you have double

MODULE
{
name = GoodspeedTweakScale
defaultScale = 2
minScale = 0
maxScale = 2
}

making rescale impossible.

Great work on the models btw :D

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So I can use it to things like this then?

screenshot0.png

What fun! I can smoothly traverse the track to the launch pad at 20m/s

screenshot1.png

However I would be even happier if I was able to restrict the range of movement in some of the joints to they did not spin all the way around. Any suggestion? I have fiddled with the various tweakables with no luck.

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So I can use it to things like this then?

http://s10.postimg.org/yfk32jayx/screenshot0.png

What fun! I can smoothly traverse the track to the launch pad at 20m/s

http://s10.postimg.org/ygu0vycsp/screenshot1.png

However I would be even happier if I was able to restrict the range of movement in some of the joints to they did not spin all the way around. Any suggestion? I have fiddled with the various tweakables with no luck.

If it's the free moving parts then I haven't figured out a way to prevent them from traveling past the tweakable values.

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So I can use it to things like this then?

http://s10.postimg.org/yfk32jayx/screenshot0.png

What fun! I can smoothly traverse the track to the launch pad at 20m/s

http://s10.postimg.org/ygu0vycsp/screenshot1.png

However I would be even happier if I was able to restrict the range of movement in some of the joints to they did not spin all the way around. Any suggestion? I have fiddled with the various tweakables with no luck.

Have you tried with a motorized joint adjusting "jointspring" in the .cfg? It's the closest you'll get I think. Here's a standard 90* powered hinge at "jointspring=2". The spring returns the wheels to center if the whole thing leaves the ground. Adjusting the spring stiffness effectively limits the maximum deflection. You also get to use the motor still, for example you can raise and lower suspension height depending on situation.

ipT2DyK.png

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I have not tried "Joint Spring" yet. The problem is that "on the flat" some of the hinges are way off the 0 setting in the editor. Is there a way to change the origin as it were?

- - - Updated - - -

Also = how did you manage to attach the truss at its mid point to the hinge?

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I have not tried "Joint Spring" yet. The problem is that "on the flat" some of the hinges are way off the 0 setting in the editor. Is there a way to change the origin as it were?

- - - Updated - - -

Also = how did you manage to attach the truss at its mid point to the hinge?

It's two trusses (one attached with 2x symmetry and angle snap). I don't think there's any way to adjust the start angle of a joint, you can either fine adjust it's angle when you surface attach in the SPH/VAB or once you launch rotate it to the desired angle and lock it, then the spring will act from the angle you set the joint to, so, in the SPH the boggie may be 45* from flat and rotate the joint once you've launched.
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In 3 of your parts (IR_Pivotron_RangeNinety, IR_Rotatron_RightRev, IR_Rotatron_Uncontrolled), after the IR v0.15 update you have double
MODULE
{
name = GoodspeedTweakScale
defaultScale = 2
minScale = 0
maxScale = 2
}

making rescale impossible.

Great work on the models btw :D

Thanks for spotting this. I've uploaded a new version if people wish to download.

Edit: Love the experimentation people are doing with the parts! Keep it up!

Edited by ZodiusInfuser
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@ZodiusInfuser: TweakScale has now been updated and released as a separate plugin. Given the set of scales you use, might I suggest this configuration in a separate file:

SCALETYPE
{
name = IR
freeScale = false
scaleFactors = 0.25, 0.5, 1.0
scaleNames = Small, Medium, Large
defaultScale = 1.0
}

and this for each part:

MODULE
{
name = TweakScale
type = IR
}

That should give a nice little slider where you can choose between the sizes Small, Medium and Large.

Edited by Biotronic
Typo. scaleName should be scaleNames.
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@ZodiusInfuser: TweakScale has now been updated and released as a separate plugin. Given the set of scales you use, might I suggest this configuration in a separate file:

SCALETYPE
{
name = IR
freeScale = false
scaleFactors = 0.25, 0.5, 1.0
scalename = Small, Medium, Large
defaultScale = 1.0
}

and this for each part:

MODULE
{
name = TweakScale
type = IR
}

That should give a nice little slider where you can choose between the sizes Small, Medium and Large.

Pure awesome.

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@ZodiusInfuser: TweakScale has now been updated and released as a separate plugin. Given the set of scales you use, might I suggest this configuration in a separate file:

SCALETYPE
{
name = IR
freeScale = false
scaleFactors = 0.25, 0.5, 1.0
scalenames = Small, Medium, Large
defaultScale = 1.0
}

and this for each part:

MODULE
{
name = TweakScale
type = IR
}

That should give a nice little slider where you can choose between the sizes Small, Medium and Large.

\o/

I'll look into applying this ASAP. Will such a change be save breaking?

Also I notice you moved the DLL from Goodspeed (understandably). Am I to assume this is the new directory I should place the dll in my download?

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\o/

I'll look into applying this ASAP. Will such a change be save breaking?

Also I notice you moved the DLL from Goodspeed (understandably). Am I to assume this is the new directory I should place the dll in my download?

I would keep it in its own directory in GameData so users won't have multiple versions installed if yours is embedded in your directory.

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\o/

I'll look into applying this ASAP. Will such a change be save breaking?

Oof, yeah, I think it will. Working on fixing that as I type.

Also I notice you moved the DLL from Goodspeed (understandably). Am I to assume this is the new directory I should place the dll in my download?

Basically what sirkut said. Leave it in Gamedata/TweakScale/plugins, so people won't have several versions installed.

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Oof, yeah, I think it will. Working on fixing that as I type.

Basically what sirkut said. Leave it in Gamedata/TweakScale/plugins, so people won't have several versions installed.

Ok, thanks. I'll just put a disclaimer out for people to delete the dll from Gamedata/Goodspeed/plugins, where it originally was.

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Okay, so I fixed the breaking of saves for some cases (yours). Apparently fixing all is... maybe not impossible, but I'd prefer not to go there. Now I'm just waiting for Curse to accept the file I uploaded, as apparently my own FTP server is not feeling well and refuses to connect.

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I just want to say how great it is to have a real roboticist working on this. KSP has the potential to become really great if more scientists and engineers got involved.

With a little careful planning and a small crew of people KSP could become a wonderful engineering sandbox and much more than it already is. I have some plans that should help that, but I really need to focus on graduating first. It might be next winter before that plan swings into action.

I must say I do not mind putting KSP aside for a while, as the real life tinkering that is going on at the moment is pretty exciting too :D

Edited by Camacha
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I finally started messing with these last night. Wonderful, exciting work.

In the process of trying to build various fun things, I found myself wishing for the following parts:

  • The "rotate between in-line and 90-degree bend around a 45-degree axis" joints which I see you're already working on. :)
  • The Joint Pivotron Half Basic without the 90-degree offset.
  • Hinge Pivotron-Flat variants with exactly 0.625m and 1.25m between the attachment nodes and the axis of rotation.
  • A 90-degree-elbow structural piece identical in dimensions to the Joint Pivotron in the 90-degree orientation, but with no robotics. (Should be surface-attachable)
  • Six-way hubs for each structural part type.

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