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


ZodiusInfuser

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Six new parts?

Eight (maybe nine depending on another design idea I've had). In actual fact there are only 4 unique meshes, the rest are rotations or mirrors due to KSP/IR limitations. This will be offered as a separate pack to the main Robotics selection, since they are less generic. There will also be matching structural parts but I have yet to design them.

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So bearing in mind the bug that Biotronic found with 1.8 or whichever TweakScale version this was updated for last, how safe if is it to use? How far off is a 1.9-supported version?

I don't quite get what you're asking. When I tested my parts with TweakScale 1.7 (included in the DL), the parts worked fine. I really doubt 1.9 would be any different so if you already have that installed, then give it a go. Either way if it's a bug with TweakScale then it's up to Biotronic to fix things for my parts, not the other way around IMO.

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There should be no problems using TweakScale 1.7 with IR Rework. The problems were related to the use of scale in MODEL blocks in parts, and was visible with some KW Rocketry parts and a few NovaPunch parts.

Should you want to have rescalable KW Rocketry or NovaPunch parts, you should thus download and install 1.9 from the forum thread.

Edited by Biotronic
Fixed Iran to IR. Sometimes, I love my phone. Other times...
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I'm interested in seeing what translation parts ZodiusInfuser comes up with. I think once that occurs I'll be happy to retire all my parts. :)

I know the kind of parts I want to make, however I have yet to come up with designs I'm happy with. If people have any reference material that may assist me that would be useful. Google Image search has failed me this far :(

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Alright, I have no idea what I'm talking, BUT :wink:

Would it be somehow possible to enhance your struts from awesome to awesome3 and make them reattachable?

I'm imagining something like pistons where the struts retract on command but can also be redeployed tightening two parts together again. That is, of course, not fully realistic, but KSP simply lacks reattachable systems that would be possible in reality and myriads of clamp-o-tron jrs aren't nice either + additional pistons/hatches are necessary.

Would I know how to do that myself I won't ask, but since I have no idea I have to, sorry :D

Edited by marce
typo
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You should check the discussion we were having a few pages back: http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-(Pre-Releases-Updated-30-05)?p=1179663&viewfull=1#post1179663

I've already got a model for such a part (top one one that post's image), but code needs to happen before it can become a reality.

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You should check the discussion we were having a few pages back: http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-(Pre-Releases-Updated-30-05)?p=1179663&viewfull=1#post1179663

I've already got a model for such a part (top one one that post's image), but code needs to happen before it can become a reality.

Ah I missed that post.

The good thing: I looked at the source of the plugin and it doesn't look terrible complicated at first sight. Since JDP seems to have stopped development I can offer to look at it now, no promises though!

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Ah I missed that post.

The good thing: I looked at the source of the plugin and it doesn't look terrible complicated at first sight. Since JDP seems to have stopped development I can offer to look at it now, no promises though!

I've already got sirkut and toadicus willing to help make this happen, so the more the merrier :). There are a few specific changes I'm after for IR though, mainly separate modules for "launcher" and "target", as well as making the connection joint stronger.

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I've already got sirkut and toadicus willing to help make this happen, so the more the merrier :). There are a few specific changes I'm after for IR though, mainly separate modules for "launcher" and "target", as well as making the connection joint stronger.

Oh if those two pros are on it there won't be much I could add I'm afraid, since I do hack C# for a living but don't know much about Unity...

Anyway, I currently have lots of spare time, so if I can help out somehow just ask.

Glad I didn't do more than run ReSharper to tidy up/align with lang spec the existing codebase so far, would have been quite a waste of time I guess :wink:

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Oh if those two pros are on it there won't be much I could add I'm afraid, since I do hack C# for a living but don't know much about Unity...

Anyway, I currently have lots of spare time, so if I can help out somehow just ask.

Well if you could at least look through and see if it's possible to separate the launcher and target code into separate modules, then that would be extremely useful.

--------------------------------------------------

Can we put in requests for part designs? Because I thought of one that could be neat.

I'm definitely open to suggestions for new parts. Whether I do it is another matter :P, but I have listened to peoples ideas in the past (Off-axis rotatron being a good example)

Also combining the new foldatron with ID Weapons? Can we all say Ninja Turrets?

I have no plans to add specific parts to fit in with said mod. If things can't be done with the current parts then that suggests a new generic part is needed.

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Well if you could at least look through and see if it's possible to separate the launcher and target code into separate modules, then that would be extremely useful.

Yes, no problem I'll have a look if I can figure it out. One pledge: since Spaceport is down I can't download the full DockingStruts mod but only the code from Github. If you could send me the original part of this mod I would have some guidance how it was supposed to work :)

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I'm definitely open to suggestions for new parts. Whether I do it is another matter :P, but I have listened to peoples ideas in the past (Off-axis rotatron being a good example)

I have no plans to add specific parts to fit in with said mod. If things can't be done with the current parts then that suggests a new generic part is needed.

Oh the Ninja Turret was just an idea i had to use your new foldatron and put ID Weapons on them. Not a new part idea just a usage idea.

Anyways the part idea i had is much like the foldatron but rather than going out from the craft it rotates at both bases. Think something like a bike pedal.

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Oh the Ninja Turret was just an idea i had to use your new foldatron and put ID Weapons on them. Not a new part idea just a usage idea.

Anyways the part idea i had is much like the foldatron but rather than going out from the craft it rotates at both bases. Think something like a bike pedal.

You can only rotate one part of the a robotic part at a time and that's the limitation of the plugin. One part moves, one more stays still. That's all there is allowable. Now you can put to parts together in order to do that though.

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Now you can put to parts together in order to do that though.
This would be entirely possible. What kind of purpose would you want the parts for? I'm just thinking that the same effect can be achieved with 2 of the current rotatrons and a truss.
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This would be entirely possible. What kind of purpose would you want the parts for? I'm just thinking that the same effect can be achieved with 2 of the current rotatrons and a truss.

Thinking it would be good for deploying things out of cargo bays, attaching them to the sides of it perhaps

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