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


ZodiusInfuser

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You can define presets for each part. A preset is a specific target position/rotation angle the actuator can move to. You can then assign changing the preset in the action group tab.

I think it's a bit complicated.

You may also want to try out IR Sequencer.

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Does this work with action groups eg. having a group move a hip, knee and ankle joints on 1 leg one way, and the opposite way for each joint on the second leg with 1 action group?

Definitely, yes, I run contra-rotating or counter rotating rotors all the time with both the original IR and Rework parts. There are options to reverse rotation for each movable part.

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BTW in case you missed that there is a pre-release version of IR Sequencer that introduces VAB/SPH creation/editing of sequences. It requires the pre-release version of IR but both are more-or less stable, we're just waiting for 1.0.3 version of KSP to recompile and release them. You can find both links in the Sequencer thread (link in my signature).

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Been wondering where prerelease c is at

I don't think there was anything more raised in pre-release B that needed fixing (if I'm wrong please send me a PM). The only potential thing now would be these propellers if KSP 1.0.3 takes another 2 weeks to appear.

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I would love to try the new propeller objects and see what I can build with it.

I also have a part suggestion for an auto return to center variant of the existing pivotron and rotatrons - this is to allow me to construct an animated joystick and steering wheel in custom cockpits or truck cabs. Is this difficult to do?

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I also have a part suggestion for an auto return to center variant of the existing pivotron and rotatrons - this is to allow me to construct an animated joystick and steering wheel in custom cockpits or truck cabs. Is this difficult to do?

You could always try kOS. I don't think there's any real reason a specialised part should be made just for that purpose.

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So for some reason my rework parts don't have any textures except for the little yellow direction thing. They look like this:

PC3O3uP.jpg?1

(Ignore the wonky UI text, I was experimenting with turning on -force-d3d11 when I took the screenshot, but it didn't make any difference to the robot parts.)

I've tried uninstalling the rework parts and reinstalling them (both through CKAN) but that made no difference.

Could this be related to Active Texture Management? Here's my modlist: http://pastebin.com/ZtBe7NCW

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So for some reason my rework parts don't have any textures except for the little yellow direction thing. They look like this:

http://i.imgur.com/PC3O3uP.jpg?1

(Ignore the wonky UI text, I was experimenting with turning on -force-d3d11 when I took the screenshot, but it didn't make any difference to the robot parts.)

I've tried uninstalling the rework parts and reinstalling them (both through CKAN) but that made no difference.

Could this be related to Active Texture Management? Here's my modlist: http://pastebin.com/ZtBe7NCW

This is ATM, and you can read for solution on the OP. But I suggest removing ATM completely as there are little to no benefits from it nowadays.

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This is ATM, and you can read for solution on the OP. But I suggest removing ATM completely as there are little to no benefits from it nowadays.

Gah, I'm an idiot for not looking there. Thanks!

Does ATM not do anything to reduce RAM usage now..?

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Gah, I'm an idiot for not looking there. Thanks!

Does ATM not do anything to reduce RAM usage now..?

Most mods have updated their textures to DDS so basically ATM does nothing, unless you need to run it in aggressive mode to compress textures even more.

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The robotic parts aren't showing up for me, I can see the structural ones but not the robotic parts (the ones that move). I have everything correctly installed, any help would be greatly appreciated.

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The robotic parts aren't showing up for me, I can see the structural ones but not the robotic parts (the ones that move). I have everything correctly installed, any help would be greatly appreciated.

At the very lease we'll need a log file and a list of your mods (preferrably the screen shot of the contents of the GameData folder).

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Hi All,

In case you haven't noticed, I've been a bit absent from this mod for the past week or so. Unfortunately my real-life robotics work is demanding more of my time, and with SQUAD in no rush to get out KSP 1.0.3 (presumably because having a PS4 version is more important than bug fixing), this seems like the perfect time to announce that I'll be having a break from the Model Rework. I'll still be on the forum, but I cannot yet say when I'll be returning to the modding side of things.

Thanks for your understanding

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Hi All,

In case you haven't noticed, I've been a bit absent from this mod for the past week or so. Unfortunately my real-life robotics work is demanding more of my time, and with SQUAD in no rush to get out KSP 1.0.3 (presumably because having a PS4 version is more important than bug fixing), this seems like the perfect time to announce that I'll be having a break from the Model Rework. I'll still be on the forum, but I cannot yet say when I'll be returning to the modding side of things.

Thanks for your understanding

Cool as long as you keep in touch with updates on the RL robots, it's still awesome.

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