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


ZodiusInfuser

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I know you weren't. I just feel its important to keep mentioning that there's no real schedule to the work I'm doing. I don't even try to tie in with IR or KSP releases anymore :P

Thanks. There's a wealth of reference material out there for robotics that has yet to be tapped by the KSP community, and as one of the few roboticists here I feel its my duty to make all these ideas a reality! Plus, modding KSP is a lot easier than my RL robotics work, which I've just heard that I will be presenting both my scientific papers at a conference in September \o/. Is Chicago nice that time of year?

Thanks to nli2work over in the Modelling sub-forum, I've managed to get the light controlling correctly for the Grabatron/Attractron/Magnetron (please say which you like best, or suggest others). Still need to tweak some of the KAS stuff, but if all goes to plan I should be able to pre-release that part tomorrow.

https://www.cubbyusercontent.com/pl/IR%20Grabatron5.jpg/_e225c58cdfcc4df9a6945b35e12d232b

https://www.cubbyusercontent.com/pl/IR%20Grabatron6.jpg/_2e78f4cf31b04a97b5cb86a829dd76e1

BTW do you use, one light for it, or do you use, mutliple lights like the surface attachable lights, to config them correct can be a bit crazy?

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BTW do you use, one light for it, or do you use, mutliple lights like the surface attachable lights, to config them correct can be a bit crazy?

I just use the one light, positioned so the spread is right for the four emissive positions :)

The Grabber is now pre-released!

Go get it from the OP, in the new Utilities download: http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-(Pre-Releases-Updated-03-08)

I welcome feedback on the part, e.g light intensity, KAS strength etc. Also, please show off if the part in action on craft! I've not had chance to test it on-orbit yet, so would love to see what you guys come up with :D

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Here's a Module Manager patch to update these parts for KSP 0.24 and Infernal Robotics 0.18. Just drop it anywhere in your GameData folder.

It does the following with these parts (and also the Station Parts):

  • Increases the masses of scaled-down parts to bring proportions in line with Legacy IR parts (large size parts remain the same) [v 0.1]
  • Changes mass descriptors to work with the version of TweakScale in IR 0.18 [v 0.2]
  • Changes translation range and speed descriptors for IR 0.18 [v 0.2]
  • Places the station parts in the tech tree alongside the rework parts [v 0.2c]

It does not:

  • Fix in-flight crafts (crafts with only size Large parts should be functionally unaffected)
  • Fix already saved crafts (same, but replace the parts anyway :wink:)
  • Make any attempt at price balancing

I haven't tested every part, so please report any errors or improvements to me. Also, I won't be surprised if ZodiusInfuser makes different updates, especially to the masses Stackable Extendatrons (edit: yup, different changes). I based those on the extendable pistons.

Do whatever you want with the patch. That should probably include playing KSP.

version 0.3:

  • fixes Right & Stackable Extendatrons' masses (thanks to ZodiusInfuser)
  • fixes Station Parts scaling

version 0.2c: places Station Parts in Advanced Metalworks

version 0.2: update to IR 0.17 and add Station Parts

version 0.1: unreleased

How do you install this ?

I clicked on the link and just got a page of script not a downland.

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No sooner had I finished with the last utility, I immediately start work on the next one:

_de04655994f8441ab89ef102144b0c1d

This is going to be the surface sampler utility part, making the small scale robotics parts much more useful! The idea is that it would replicate the same ability as that of a Kerbal, allowing for unmanned sample return missions, in much the same way as Beastly Science used to allow. The design is heavily inspired by that on the Curiosity rover (see here, here, and here)

I'm not 100% happy with the design yet, so I'd welcome any comments on how to improve it. Also, I currently don't know how to make it work, but at least when I do I'll have the model ready. I may also look at adding a light on to it, given how useful that is on the medium sized grabber part.

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Would it be possible to force the part to only work when embedded in the ground?

I'm discussing the options with DMagic. I hope so, as that will make small robot arms much more viable, actually having to move it to touch the ground in order to take a sample.

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A long time ago people asked for a scissor lift part for IR. Unfortunately, that's completely impossible with IR as a single part, but hopefully this will make those people happy instead :D

_10ec6ec4b973473d85a2f2f2050fe12a

Btw, if anyone is interested in beta testing the foldatrons, please let me know. I should have a rough and ready version of most of the parts tomorrow evening.

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A long time ago people asked for a scissor lift part for IR. Unfortunately, that's completely impossible with IR as a single part, but hopefully this will make those people happy instead :D

https://www.cubbyusercontent.com/pl/IR%20Foldatron%20Scissors.jpg/_10ec6ec4b973473d85a2f2f2050fe12a

Btw, if anyone is interested in beta testing the foldatrons, please PM me. I should have a rough and ready version of most of the parts tomorrow evening.

Lovely. As usual, PM me and I'll give anything a try. I can't _wait_ for these parts to be finalized and expire the existing ones.

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Unfortunately, that's completely impossible with IR as a single par

Why? Can't you make one of the arms purely cosmetic with movement constraints that mirror the movement of the actual robotic components?

edit

I don't even know if I'm talking sense but it's here anyway.

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Why? Can't you make one of the arms purely cosmetic with movement constraints that mirror the movement of the actual robotic components?

edit

I don't even know if I'm talking sense but it's here anyway.

IR can only have one physics joint per part. You could fake such a part by having a translational joint, and an animation that plays alongside, using something like the MSI animator (to sync the anim with the position). Me and sirkut discussed this a while ago, but deemed it too complex for the benefit it offered.

Edit: If someone was to present me with a working proof-of-concept then I'd certainly consider adding such a part to the Rework :)

Edited by ZodiusInfuser
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Hi, I just want to say thank you to those who offered to beta test the foldatron parts.

I did intend to release the Foldatrons by the end of the week; however, based on the beta feedback some of the parts could do with having more functional differences, so I'm going to be rethinking some of the designs a bit. Will keep you all posted. Btw, if there's anyone else who wishes to help test the parts, feel free to PM me :)

Edit: A general question, should the configurations on the left and right be allowed? They don't make a lot of structural sense to me, yet geometrically are fine.

_f5b4ee1b7a4f4d539e35360e4f6fba03

Edited by ZodiusInfuser
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Edit: A general question, should the configurations on the left and right be allowed? They don't make a lot of structural sense to me, yet geometrically are fine

Doesn't make a lot of structural sense? Sounds about right for KSP.

...anyway, on a more serious note, I'd allow them - they look good when folded up, they don't look that weird when opened out fully (the stepping is a bit odd, but that's unavoidable if you want them really compact when folded), and if you take them out, chances are the next post on here will be someone with a craft idea that relied on the existence of such behaviour.

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Edit: A general question, should the configurations on the left and right be allowed? They don't make a lot of structural sense to me, yet geometrically are fine.

https://www.cubbyusercontent.com/pl/IR%20Foldatron%20Extensions.jpg/_f5b4ee1b7a4f4d539e35360e4f6fba03

I agree on the structural point, but those trusses can also be used to house other parts. I've picked up the habit of placing battery packs and instruments in such positions. A bit cheaty using clipping I know, but I hate to see wasted space. This really only applies to spaceborne craft where the only consideration is inertia. A ground based vehicle looks incongruous built such a way.

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hello there! first of all i wanted to say thanks for the great mod! now that that is out of the way i have a problem i can't seem to fix, the img should be self-explanatory

00R2vRj.png

That should of been an extendatron basic with a docking clamp on top and a hinge on the bottom, but i seem to messed something up and it looks like this when i load the station

I'm sure i screwed something up, but after reading through the forum i can't figure it out so i'm asking as a last resort....can anyone shed some light on my situation ?

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Welcome to the forums!

I see two strong possibilities:

  1. Docking causes incorrect alignment and/or explosions (IR first post).
  2. You may need the ModuleManager patch linked to from ZodiusInfuser's first post (description here). It fixes some issues that cropped up with the 0.24 update that Zodius hasn't had time to integrate into the release yet.

If neither of those fixes your problem, I'll need more information. A bigger picture and a .craft file would help.

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hello there! first of all i wanted to say thanks for the great mod! now that that is out of the way i have a problem i can't seem to fix, the img should be self-explanatory

http://i.imgur.com/00R2vRj.png

That should of been an extendatron basic with a docking clamp on top and a hinge on the bottom, but i seem to messed something up and it looks like this when i load the station

I'm sure i screwed something up, but after reading through the forum i can't figure it out so i'm asking as a last resort....can anyone shed some light on my situation ?

Strange. Just from the image I can see that your extendatrons are on backwards (yellow and black markers pointing away from the craft rather than towards). Whether this is how it was built, or it got saved like that, I don't know. I would need to see the craft in the VAB to be sure. Also the possibilities Master Tao mentioned are likely.

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Hi, I just want to say thank you to those who offered to beta test the foldatron parts.

I did intend to release the Foldatrons by the end of the week; however, based on the beta feedback some of the parts could do with having more functional differences, so I'm going to be rethinking some of the designs a bit. Will keep you all posted. Btw, if there's anyone else who wishes to help test the parts, feel free to PM me :)

Edit: A general question, should the configurations on the left and right be allowed? They don't make a lot of structural sense to me, yet geometrically are fine.

https://www.cubbyusercontent.com/pl/IR%20Foldatron%20Extensions.jpg/_f5b4ee1b7a4f4d539e35360e4f6fba03

I'd leave them, someone will find a use!

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I think I'm going to see about preventing docking ports to even attach to a robotic part while in the vab/sph.

How would you account for a docking port being a child of a part that's attached to a robotics part?

Also, something I've just remembered, weren't docking washers the first thing you made when taking over DR? Didn't they behave fine when craft docked together, if so, what's changed?

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How would you account for a docking port being a child of a part that's attached to a robotics part?

Also, something I've just remembered, weren't docking washers the first thing you made when taking over DR? Didn't they behave fine when craft docked together, if so, what's changed?

Docking washers are fine but pistons get screwed. I can check if it's a specific part. I'm not worried about your scenario as I find most just out a docking port right on a piston.

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so..i did a few tests and the first thing i should mention is that at first they look ok, when you lunch the craft etc, it's only after i deploy them and i return to the space center then return back to the ship THEN they get bugged. Also if i retract them and go to the space center and then return to the sip they will return to normal.

Also i did the Module Manager patch when i installed the mod

Here is an example i did with a new "ship"

At the lauchpad...everything is ok

Vztar1Vl.jpg

deploying the hinge and Extendatron

af2OkM3l.jpg

and this is after i returned to space center and than back to the ship..and again..if i retracted these and gone back to the sc and then back to the ship..it would of looked like the first picture

6cUcUAAl.jpg

the weird thing is...ive tried those parts in other configurations and they seemed to work...like this arm for example

tumwRBrs.jpg

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