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


ZodiusInfuser

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I only have min rotate, max rotate, coarse rotate, fine speed and and invert axis switch.

You may have an older instance of either the plugin OR the parts. Reinstall both. You should see this option in the editor or at launch:

C2MA27d.png

Actually it depends on what part. Which Hinge are you referring to?

Edited by sirkut
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Btw ZodiusInfuser. How do you feel about a part like the one I hacked up as a possibility for the parts pack?

Sorry, didn't see this message at the time.

Having a magnetic grappler like that would be rather cool :D. If you let me know how to set one up, I'll look into creating a suitable mode. Not entirely sure about the kerbal ladders but I guess that could be useful too (I had considered adding them to the main RoboTubes anyway). What other connection types does KAS allow for that may be useful?

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Having a magnetic grappler like that would be rather cool :D. If you let me know how to set one up, I'll look into creating a suitable mode. Not entirely sure about the kerbal ladders but I guess that could be useful too (I had considered adding them to the main RoboTubes anyway). What other connection types does KAS allow for that may be useful?

All that is needed is for this to be added to the part's cfg:

[quote name='ZodiusInfuser']Sorry, didn't see this message at the time.
MODULE
{
name = KASModuleMagnet // This module will make the part acting like a magnet, collided part will be automatically attached. Only work when attached on a winch.
breakForce = 10 // The force that needs to be applied on the magnet joint to break.
attachToEva = False // Disable/enable attraction of eva
minFwdDot = 0.998 // Minimum magnet alignement needed to attach (1 is perfectly aligned)
powerDrain = 4 // Power consumption when the magnet is used
}

As for the ladders, there's more sorcery involved on the Unity side of things. There are tutorials on how to set it up. I created 4 ladders for each of the 4 yellow hand rails for the hacked up part I created. I'll PM you a link for the part to download and try out.

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Cool, I think I have an idea of the style of part to make :)

http://upload.wikimedia.org/wikipedia/commons/4/41/End_effector_of_Canadarm2_taken_by_STS-108.jpg

Did you happen to try the grappling hook or anchor modules too? Would it be worth making IR versions of them?

I couldn't agree with you more on the style of part. Your joint rotatrons look very similar to the ESA Robotic Arm's joints.

I haven't tried the grappling hook or anchor yet but I can.

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Cool, I think I have an idea of the style of part to make :)

http://upload.wikimedia.org/wikipedia/commons/4/41/End_effector_of_Canadarm2_taken_by_STS-108.jpg

Did you happen to try the grappling hook or anchor modules too? Would it be worth making IR versions of them?

You have a totally willing helper here for that one!!!

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Please use the KAS magnet module as grabber:if you want to berth things to a station, it won't let docked parts connect to docking ports.

That was the intention, unless you mean don't use the KAS magnet. Not quite sure what you mean by the last section regarding docking though.

Had a bit of a play around for the past hour and got this:

_b12511cd992741f9bfa0ad6730fc22db

Not sure yet whether the centre or the outer parts are going to be the magnet, hence the big recess in the middle. If I do go for having magnets on the outer parts, anyone got any suggestions for what to put in the centre (either visually or game mechanics wise)? A light perhaps?

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That was the intention, unless you mean don't use the KAS magnet. Not quite sure what you mean by the last section regarding docking though.

Had a bit of a play around for the past hour and got this:

https://www.cubbyusercontent.com/pl/IR_Connector.png/_b12511cd992741f9bfa0ad6730fc22db

Not sure yet whether the centre or the outer parts are going to be the magnet, hence the big recess in the middle. If I do go for having magnets on the outer parts, anyone got any suggestions for what to put in the centre (either visually or game mechanics wise)? A light perhaps?

I would suggest either a camera or a light. Maybe a targeting laser?

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Not quite sure what you mean by the last section regarding docking though.

I think he means that if it would be a docking port, instead of a KAS magnet, then it wont be able to dock to the same craft it's already docked to.

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I think he means that if it would be a docking port, instead of a KAS magnet, then it wont be able to dock to the same craft it's already docked to.

Ah ok. That discounts the possible idea I had of giving it both functions. Also, I forgot docking and IR don't work well together anyway.

On an unrelated note, the Active Struts mod is shaping up to be rather awesome! Here is what the parts look like (the strut-decoupler is there for style reference):

_7f3ff417cf7443d1975365298188397a

Still a number of things to do before release, but we're not that far off now :)

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Interesting fact - vessels can indeed dock to themselves. Struggling to find the picture/video I saw, but it's certainly possible (albeit controlling the docking part with an engine and not robotics). And they should also be able to dock to the same craft twice.

Hmm, I kinda want to try this out now, brb.

(ignoring the fact that IR and docking don't mix well yet)

EDIT: So in related news, I've come up with an idea for a new part - one that starts at a straight 180 degrees and can fold back on itself. I drew a picture:

IMAG0632.jpg

If something like this can be done, that'd be awesome. I know the geometry is pretty hard to grasp (it's why I did it on paper - you can't see the countless scribbles above it) but it could certainly be done. Even if it's two of the 90 degree bends basically welded together (though I don't know if IR would support two moving hinges in one part), I wouldn't mind.. just something like that? Maybe so, maybe no?

Edited by ObsessedWithKSP
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Sounds like an existing rework part (first post, leftmost item in the second row from the front). It has an offset axle, so it can turn 180 degrees. Does your usage also need the axle to slide, or would that one work?

Edited by Master Tao
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Sounds like an existing rework part (first post, leftmost item in the second row from the front). It has an offset axel, so it can turn 180 degrees. Does your usage also need the axle to slide, or would that one work?

...

That part will do nicely, thank you.

why didn't I see that before... :blush:

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So in related news, I've come up with an idea for a new part - one that starts at a straight 180 degrees and can fold back on itself. I drew a picture:

https://dl.dropboxusercontent.com/u/46517359/IMAG0632.jpg

If something like this can be done, that'd be awesome. I know the geometry is pretty hard to grasp (it's why I did it on paper - you can't see the countless scribbles above it) but it could certainly be done. Even if it's two of the 90 degree bends basically welded together (though I don't know if IR would support two moving hinges in one part), I wouldn't mind.. just something like that? Maybe so, maybe no?

Is this what you're after? You know, one of the first parts I released :wink:

_1489fb69153e4423b4f695477acf8e23

_d710b8e002c7490093c5c2a5c35413c8

If you're actually wanting a part with the hinge functionality that doesn't have an offset to the side, then that would be quite tricky to achieve without 2 movements in 1 part. Not impossible, but the geometry would be awkward to say the least since you still need a single rotation point but don't actually want an axle there. I tried it for a VTOL mount a while ago and the result wasn't pretty.

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No no, it's cool, the part already exists, I was just looking for a different shaped thing so I couldn't see it. It's this bit I wanted:

http://i.imgur.com/qHxLc1N.png

The offset axle doesn't matter, it's the functionality I was after. As sirkut will testify, sometimes I can be a bit scatter-brained :D

All good then :). I'd like to think that the current Rework lineup gives people much of the functionality they'd ever need for robotics contraptions. All the new stuff I'm doing if for those special cases I really want to see in-game *cough* Phoenix *cough*.

Edit: Btw, does anyone know if there is a mod that allows a part to take a surface sample if it's close to the ground, i.e. for unmanned vessels? Thanks

Edited by ZodiusInfuser
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Thanks, I'll look into it. It would be great if IR had a surface sample part that you had to deploy :D

Btw, with the help of lo-fi, I've made some progress on the Athlete wheels:

_f7ccf84350064c0ca5f7f4eb0c33c7b0

Still some issues to resolve, but overall it's quite promising. Unlike normal wheels, these won't have steering of their own, meaning you'll have to use rotatrons to direct them. Speak up now if you think this is a bad idea.

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Nope, I don't have any surface sample experiments. I do have three parts that conduct experiments on the surface, but none of them is the same as the standard EVA Kerbal surface sample.

I had no plans for replicating the Kerbal experiments, but seeing as how most of the other mods that do that are either dead or abandoned (is there any other source for Science Revisited? all I see is SpacePort) maybe I'll rethink my position.

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Btw, with the help of lo-fi, I've made some progress on the Athlete wheels:

Still some issues to resolve, but overall it's quite promising. Unlike normal wheels, these won't have steering of their own, meaning you'll have to use rotatrons to direct them. Speak up now if you think this is a bad idea.

Lockable steering won't effect how they function as robotic Athlete parts and will allow greater use, and there is a lack of anything similar and certainly nothing that scales out of the box like I'm hoping those will, but I don't mind. Just make sure they have brakes :) They look good.
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