ZodiusInfuser Posted January 9, 2014 Share Posted January 9, 2014 (edited) For the latest v02 Pre-release compatible with KSP 1.1.2 follow this link This project aims to provide players with a variety of robotic, structural, and utility parts to enhance their unmanned (or manned) space missions in KSP! All parts have a unified design, with a near-future look. What can you do with Infernal Robotics and the Model Rework? (Thanks to Darren9 for the trailer!) Imgur Album: http://imgur.com/a/Pq54J NOTE: This thread relates to the remodelling effort for Infernal Robotics. All issues, queries and suggestions concerning plugin functionality should be directed to the IR Release Thread The Model Rework & Expansion is divided into three packs, allowing players to choose the parts they have installed. All parts in the mod have been designed around the use of TweakScale, so although it's not required for them to function it's highly recommended to get the most out of them. Due to the special nature in which robotics contraptions must be built in KSP, each robotics part has yellow markers indicating the attachment node you should use to attach the part down. If you use the opposite one then parts will appear to float when you try and move them. [1.0] Core Pack v01b CC BY-NC-ND 4.0 (Last Updated: 28/04/2015) Download from KerbalStuff (dead, grab v02 at the top of the page) This pack contains a basic selection of robotic parts and accompanying structural parts in various sizes to give players a taste of what can be achieved with robotics. Pivotrons - Rotational parts that move between a lower and upper limit Rotatrons - Rotational parts that can continuously rotate or be limited on-the-fly Extendatrons - Translational parts that can be stacked to make pistons RoboTrusses - Octagonal structural parts to place in between robotics parts RoboTubes - Cylindrical structural parts to place in between robotics parts RoboDapters - Adapter parts between the various sizes of Trusses and Tubes Changelog: v01b - Fixed attachment node problems introduced by KSP 1.0 - Reduced part temperature tolerance to match that of stock parts - Updated the positions of parts in the new tech tree v01a - Added descriptions to all parts - Adjusted preset positions for rotational parts v01 - Merged parts from the old Robotic and Structural packs - Removed 90 Offset part and the two open Hinges (IR 0.20 makes them unnecessary) - Renamed Basic and Flat hinge identifiers - Reordered part folders based on the new packs - Integrated parts into the stock Tech-Tree - Added texture sharing between translational and rotational robotics parts - Updated tweakscale values to offer 80% and 125% scales above and below each of the major sizes - Added preset position values - Included license file [1.0] Expansion Pack v01b CC BY-NC-ND 4.0 (Last Updated: 28/04/2015) Download from KerbalStuff (dead, grab v02 at the top of the page) This pack contains specialist rotational robotics and structural parts to allow for more interesting craft designs than are possible with the Core Pack alone. Adaptrons - Limited rotational parts that have one large and one small attachment point Foldatrons - Limited rotational parts that are hollow in the middle, allowing for very compact folding creations Changelog: v01b - Fixed attachment node problems introduced by KSP 1.0 - Reduced part temperature tolerance to match that of stock parts - Updated the positions of parts in the new tech tree v01a - Added descriptions to all parts - Adjusted preset positions for rotational parts v01 - Merged parts from the old Athlete pack - Added Adaptrons, parts that different sized attachment points making them great for the base of robot arms - Added Offset Mini Foldatron, intended for use with the smallest Movatron from the Utilities Pack - Removed 180 Basic Foldatrons and updated 90 ones to have 180 range (IR 0.20 makes them unnecessary) - Renamed Extended foldatron identifiers - Reordered part folders based on the new packs - Integrated parts into the stock Tech-Tree - Added texture sharing between foldatron parts - Updated tweakscale values to offer 80% and 125% scales above and below each of the major sizes - Added preset position values - Included license file [0.90] Utility Pack v01a CC BY-NC-ND 4.0 (Last Updated: 16/04/2015) Download from KerbalStuff (dead, grab v02 at the top of the page) Note: This pack has yet to be updated to KSP 1.0 due to additional dependencies needing updating. As such RoboStruts and the Utilitron Sampler will not work. Movatrons should be unaffected. This pack contains a number of non-robotic parts to offer more interesting gameplay when using robotics parts from the other packs. Note that this pack includes ActiveStruts (Source) and TweakableStaging, and requires Kerbal Attachment System to unlock some recommended features. TweakableStaging is used for the RoboStrut parts to allow them to be added and removed from the staging area, so can be deleted if you do not wish to use this functionality. RoboStruts - A stock strut that integrates a decoupler, allowing for robotic payloads to be held in place during launch, and an ActiveStrut variant allowing strut creation in-flight without a kerbal Movatrons - Wheels of various sizes with integrated Rotatrons, allowing for rovers to move in any direction (Coming Soon) Mecatrons - Rotatrons with a number of wheels around the outside. When 4 or more are used together they allow for omni-directional motion! Utilitrons - A set of parts to use on the end of robotic arms or legs. Specifically there is a Landing Foot, KAS Magnet, KAS Grappling Hook, and a brand new Unmanned Surface Sampler, allowing rovers to take the same samples that kerbals do! Changelog: v01a - Added descriptions to all parts - Adjusted preset positions for rotational parts - Reduced size of bounding box, increased damage tolerance, and tweaked torque curve of Hauler Movatron v01 - Merged parts from the old Utilities and Struts packs - Added Utilitron Landing Foot, a deployable part that can be used to support structures or walking contraptions - Added Utilitron Grasper, a KAS grappling hook allowing craft to be made that can grap onto surfaces or other craft like this - Added Utilitron Sampler, a science part that allows for surface samples to be taken without the need of a Kerbal. To use it the part must be made to touch the surface a sample is to be taken from (including asteroids), making small robot arms useful - Added Movatrons, a set of four wheel parts with integrated rotational joints allowing for the direction a rover travels to be changed on the fly. - Added custom model for ActiveStruts to fit in with the rework theme - Renamed Utilitron Grabber identifier - Reordered part folders based on the new packs - Integrated parts into the stock Tech-Tree - Added texture sharing between foldatron parts - Updated tweakscale values to offer 80% and 125% scales above and below each of the major sizes - Added preset position values - Included license file Known / Common Problems Parts just fall through the floor! This is a known issue with the collision of the parts, that was introduced with the release of KSP 1.0. This is being fixed but will take a fair amount of time. If you are only seeing the structural parts of this pack, make sure you're running the latest version of Infernal Robotics. All robotics parts now appear under a new Robotic Parts category (below science) that the plugin adds. If you have got the latest version and still cannot see the parts, please post your issue over in the plugin thread: http://forum.kerbalspaceprogram.com/threads/116064 If your parts look like this image (or the same pattern but glowing yellow) it means that texture replacement isn't working. To correct this shut down the game and delete PartDatabase.cfg in the KSP root directory. All my parts appear black! This is caused by the Active Texture Management mod, which is having a few issues with KSP 1.0.x. The devs are aware of the issue and will hopefully come back with a fix soon. In the meantime this has been suggested as a possible solution: http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%28Updated-28-04-2015%29?p=1902110&viewfull=1#post1902110. If that does not work then pester the ATM devs over in their release thread to get it sorted: http://forum.kerbalspaceprogram.com/threads/59005-1-0-Release-5-0-April-28-2015-Active-Texture-Management-Save-RAM! Bug Reporting Any bugs specific to the Rework parts (that are not plugin related) can be reported in this thread or on the projects Github page: https://github.com/MagicSmokeIndustries/IR_ModelRework/issues Github can also be used for making part requests, but if you do I ask that you provide a reasoned description with concept art / reference material of the part you'd like to see added. Note that adding a request gives me no obligation to create it (I'm doing this mod as a hobby in my spare time after all), but it does mean I'm more likely to consider the idea or revisit it at a later stage in the mods development. Future Plans Here is a list of stuff that I plan to work on over the coming year. This is by no means complete, and it's certainly not in any sort of priority order: Add gantry styled translational parts Include a wider range of structural parts Some kind of docking port model based on my own IRL research Finish implementing mecanum wheels (see a dev preview here: https://youtu.be/VYw_FG9Xej8) Include a number of robotics themed propeller parts for making quadcopters Add larger robotics parts for use on stations or other large craft Add parts for creating folding wings, or anything that's long and thin and needs to fold (e.g a vehicle ramp) Update the current placeholder textures to have more detail but retain the current style Acknowledgements I'd like to offer a big thank you to the following people, who without their help the mod wouldn't be where it is today: Sirkut - For letting me pursue my crazy ideas for robotics parts and allowing me to start this mod under the Infernal Robotics name Porkjet - For texturing the current selection of structural parts Ziw - For his efforts in advancing the Infernal Robotics mod, and its Sequencer Marce - For taking on my challenge of updating the DockingStruts mod into what it has become today (ActiveStruts) Lo-Fi - For the help and support in bringing normal and mecanum wheels to this mod DMagic - For developing the plugin for the surface sampler part Riocrokite - For helping me come up with the new branding for Infernal Robotics and Darren9 - For https://youtu.be/EwmFCvMZ0sI, and being patient with me through the 3 months it took to make the Model Rework trailer Thanks and Enjoy! -Zodius Edited November 3, 2016 by ZodiusInfuser Removed imgur embedding Link to comment Share on other sites More sharing options...
sumghai Posted January 9, 2014 Share Posted January 9, 2014 Looking quite nice!Does this completely supersede all of devo's models? Link to comment Share on other sites More sharing options...
landeTLS Posted January 9, 2014 Share Posted January 9, 2014 Sweet. The inconsistency in the parts in ir makes me reluctant to use it. This would fix that. Yayy Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted January 9, 2014 Author Share Posted January 9, 2014 Looking quite nice!Does this completely supersede all of devo's models?Over time, yes. It's likely that I'll end up releasing parts in stages, whilst leaving the current ones intact to avoid save-breaking. Link to comment Share on other sites More sharing options...
sirkut Posted January 9, 2014 Share Posted January 9, 2014 Looking quite nice!Does this completely supersede all of devo's models?I just want to chime in that I did a good few of the models (tall hinge, rotatron, closed and open hinge, etc) it's what I used to cut my teeth on modeling.I will say that ZodiusInfuser is getting us in the right direction with the look and feel. With the design redo and me rewriting the code this will be an awesome release. Link to comment Share on other sites More sharing options...
Munar Industries Posted January 12, 2014 Share Posted January 12, 2014 Is there some plan to have a single hinge for each type that can use tweaks to be right angled, or any angle within its range for that matter?Seems like it would increase flexibility of use and reduce IR's inventory footprint in the editor. Link to comment Share on other sites More sharing options...
sirkut Posted January 12, 2014 Share Posted January 12, 2014 Is there some plan to have a single hinge for each type that can use tweaks to be right angled, or any angle within its range for that matter?Seems like it would increase flexibility of use and reduce IR's inventory footprint in the editor.Not sure yet. It's something I will be looking into with the plugin. This thread is more about the rework of the models and textures. Any questions about the plugin can be thrown at me in the release thread. Link to comment Share on other sites More sharing options...
Munar Industries Posted January 12, 2014 Share Posted January 12, 2014 Sorry mixed up which page I was on. Had multiple ones open. I'll it post where it belongs. Link to comment Share on other sites More sharing options...
ZobrAA Posted January 12, 2014 Share Posted January 12, 2014 OMG! When can we get it? This is just gorgeous! Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted January 12, 2014 Author Share Posted January 12, 2014 Is there some plan to have a single hinge for each type that can use tweaks to be right angled, or any angle within its range for that matter?Seems like it would increase flexibility of use and reduce IR's inventory footprint in the editor.This is something I too would like, but as Sirkut says, that's controlled by the plugin. Certainly, I won't be designing specific versions for different positions OMG! When can we get it? This is just gorgeous! Not for a long while yet. I suspect the structural elements will be first though, as these are the parts I've spent the most time on. Link to comment Share on other sites More sharing options...
TimMartland Posted January 12, 2014 Share Posted January 12, 2014 Yay! The only thing preventing me using IR was the weird modelling and texturing, but from what te pictures show these new models are gonna be awesome! Best of luck to you. Link to comment Share on other sites More sharing options...
BelgarionNL Posted January 12, 2014 Share Posted January 12, 2014 nice, with all the Vtol engines, mounts popping up we only need a good script that could actually keep the a-symmetrical ships level! Link to comment Share on other sites More sharing options...
sirkut Posted January 12, 2014 Share Posted January 12, 2014 Yay! The only thing preventing me using IR was the weird modelling and texturing, but from what te pictures show these new models are gonna be awesome! Best of luck to you.I hear ya. Those sirkut/zodius/devo guys really sucked at modelling/texturing. *wink* Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted January 13, 2014 Author Share Posted January 13, 2014 Structural Parts!!Here you can see four different styles of structural segments, to suit almost any application . You've got 0.5m and 0.25m wide truss segments, and 0.25m and 0.125m diameter tubes. Lengths range from 0.625m for the smallest segment, to a jumbo 6.25m! Also, a number of adapters between them and 0.625m parts, because I could .Note that I've just applied solid colours to the textures for the time being, until I can test things out in-game. Link to comment Share on other sites More sharing options...
Munar Industries Posted January 14, 2014 Share Posted January 14, 2014 These look awesome. The tubes were especially needed. Can't wait! Link to comment Share on other sites More sharing options...
Razorcane Posted January 14, 2014 Share Posted January 14, 2014 If you're taking requests, I have a feature for you to implement, or pass along. It would be nice to allow each IR part to be able to function outside of a group. The point of a group is to have multiple robotics moving at the same time, however if you only need one per group, the whole concept of a group is pointless. I think it would be a lot better if there was no group requirement for the robotics menu in the VAB/SPH. Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted January 14, 2014 Author Share Posted January 14, 2014 You're best to suggest this over in the release thread, as features like that are Sirkut's area (unless he see's it here first). This thread is just for showing model work, and for discussing new part ideas. Link to comment Share on other sites More sharing options...
Initar Posted January 14, 2014 Share Posted January 14, 2014 Thank you so much for doing this guys! DR is so useful anyway, but now it will be perfect! Link to comment Share on other sites More sharing options...
nothke Posted January 14, 2014 Share Posted January 14, 2014 This is a great idea to make infernal robotics even better. I already tried that with DROMOMAN, but now it will get better with more bigger stuff as I just specialize in robotic arms =POnly thing I would suggest is to cut down the number of parts. What I didn't like about IR is that it has too many parts, most of them never used. In dromoman for example I made just 3 limb lengths, 0.75, 2, and 3 meter, combining these you could get any other length and you really don't need bigger than 6m since things get really wobbly over.Your parts look really good btw =) Keep up the good work! Link to comment Share on other sites More sharing options...
DasBananenbrot Posted January 14, 2014 Share Posted January 14, 2014 Structural Parts!!https://www.cubby.com/pl/IRStructuralParts_Extended.png/_63a49374f33442abaa32178efe5ba5e7Here you can see four different styles of structural segments, to suit almost any application . You've got 0.5m and 0.25m wide truss segments, and 0.25m and 0.125m diameter tubes. Lengths range from 0.625m for the smallest segment, to a jumbo 6.25m! Also, a number of adapters between them and 0.625m parts, because I could .Note that I've just applied solid colours to the textures for the time being, until I can test things out in-game.I really like the look of those Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted January 15, 2014 Author Share Posted January 15, 2014 This is a great idea to make infernal robotics even better. I already tried that with DROMOMAN, but now it will get better with more bigger stuff as I just specialize in robotic arms =PThe DROMOMAN mod was one of the things that inspired me to start this venture. The recent videos you did of station rearrangment showed that robotics has a useful role within a serious space program. I encourage everyone to try it out to get a sense of where IR is heading!Only thing I would suggest is to cut down the number of parts. What I didn't like about IR is that it has too many parts, most of them never used. In dromoman for example I made just 3 limb lengths, 0.75, 2, and 3 meter, combining these you could get any other length and you really don't need bigger than 6m since things get really wobbly over.I agree that IR has a lot of parts, but I doubt this will be reduced in the rework since many new concepts will be added. I will do my best though to avoid having redundant parts where possible. I forsee IR to be like B9 in some ways, many varies parts, all having a use for someone at some point. Link to comment Share on other sites More sharing options...
Ambulatory Cortex Posted January 15, 2014 Share Posted January 15, 2014 When you do the gantry rails, I'd like to have an extremely long version, for use on stations. Then we could mount robotic arms to them and such. Link to comment Share on other sites More sharing options...
Devo Posted January 15, 2014 Share Posted January 15, 2014 (edited) Looking quite nice!Does this completely supersede all of devo's models?it's 'Supercede' What do they teach you in Uni?I'm glad Zodius is re-doing the models. They were not models we spent alot of time or effort on, they born out of necessity, with no one else supporting DR, and were simply to get something new out to play with (and Sirkut needed something to start learning modelling on). Edited June 17, 2014 by Devo Link to comment Share on other sites More sharing options...
ZodiusInfuser Posted January 16, 2014 Author Share Posted January 16, 2014 When you do the gantry rails, I'd like to have an extremely long version, for use on stations. Then we could mount robotic arms to them and such.I do intend to add several lengths of gantry, but not sure what the maximum will be yet, maybe 5 or 6.25m to match the largest truss segments. We'll see, as I'd really like to make decent cranes with them .I'm glad Zodius is re-doing the models. They were not models we spent alot of time or effort on, they born out of necessity, with no one else supporting DR, and were simply to get something new out to play with (and Sirkut needed something to start learning modelling on). Thanks Devo! I hope I can live up to the ambition both you and Sirkut had for this mod.Speaking of which, here's some hinges and joints:I may have shown one or two before in the release thread (can't remember). The Extended Joint (working title) is certainly new as I finished modelling it 10 minutes ago . It along with the earlier tube segments are inspired by the ESA robot arm. Link to comment Share on other sites More sharing options...
Devo Posted January 16, 2014 Share Posted January 16, 2014 I do intend to add several lengths of gantry, but not sure what the maximum will be yet, maybe 5 or 6.25m to match the largest truss segments. We'll see, as I'd really like to make decent cranes with them .Thanks Devo! I hope I can live up to the ambition both you and Sirkut had for this mod.Speaking of which, here's some hinges and joints:https://www.cubby.com/pl/IRHingeParts.png/_34ee3c8aa47146a28b179c77a310e5d9I may have shown one or two before in the release thread (can't remember). The Extended Joint (working title) is certainly new as I finished modelling it 10 minutes ago . It along with the earlier tube segments are inspired by the ESA robot arm.I am looking forward to seeing the finished models, I agree with all the comments, here, the current set is completely all over the place, there was absolutely no rules set between Sirkut and I, so textures don't match and in general the parts don't match, but they do serve a function and really I suppose that's what we were focusing on while Sirkut got his head around the mass of code that is DR, most definitely out of my league that one. Many of the parts I made were more to suit my own projects and I am using IR as a supplement for those things I just can't do.Essentially my interest in Infernal Robotics was fairly linear. I needed a plugin that allowed me to attach things to animated objects and have them move with it - and this seemed the only solution (and appears still is the only solution to that modding issue) so for me, things like rotating VTOLS which I use on just about all my ships was where I put my focus. Sirkut pretty much did all the pistons and hinges, I just did a few rotatrons really and skinned some parts, so I didn't have that big a part in it really. As I said, Glad you are taking it up as the infernal parts I make sort of are really specific to my ships, and I don't really have the free time available to do everything I want, including a nice shiny stock set of IR parts that are not overblown. Damned robotics was nice and simple, a handful of parts but they were all so versatile. Link to comment Share on other sites More sharing options...
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