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


ZodiusInfuser

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Essentially yea. The stubs stay around but as I mentioned a few pages back, once you reload/change scene they will be gone from your craft. There is no tweakable for doing that, however if people would prefer them not to appear in the staging window then I can look into changing it. This just happened to be the default behaviour :)

TweakableEverything has a dll (TweakableStaging.dll) that adds a ModuleStagingToggle module that makes this trivial.

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Thanks to ZodiusInfuser's modeling efforts, I have spent a few hours today perfecting my Kethane rover (Warning: contains spoiders):

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Mod list:

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Thanks to ZodiusInfuser's modeling efforts, I have spent a few hours today perfecting my Kethane rover (Warning: contains spoiders):

http://imgur.com/a/8xmFa

It's a thing of beauty!! Love to see people come up with awesome things with my parts :D

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New updates out! Removed the strut from the robotics download and placed it within its own one (since I'll be expanding on this with Docking Struts in the future).

The Struts download includes the existing strut (renamed) and the smaller version I previewed earlier. Also, based on phoenix_ca's suggestion, the struts now make use of TweakableStaging, giving people the option to have them appear in the staging area or not. Pretty neat! Had to get toadicus to fix a number of things though so this DLL is currently newer than the one in the official TweakableEverything download.

Also, I had a play around with having my strut launcher model use Docking Struts, and the results are promicing. The plugin is lacking a number of features that I would like though, and the original author doesn't seem to be around anymore, so don't expect this part to appear any time soon. If anyone has the time/interest to look into these changes please PM me.

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Thanks to ZodiusInfuser's modeling efforts, I have spent a few hours today perfecting my Kethane rover (Warning: contains spoiders):

http://imgur.com/a/8xmFa

Mod list:

Woah! As an "invertebrist" IRL myself, I'm amazed by the level of details you've put into this, every little part you've added is meaningful! Fantastic work, I really love the chelicerae and opisthosoma. :) Please put the KAS module on the ventral face! :D

Edited by Korb Biakustra
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It's a thing of beauty!! Love to see people come up with awesome things with my parts :D

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

New updates out! Removed the strut from the robotics download and placed it within its own one (since I'll be expanding on this with Docking Struts in the future).

The Struts download includes the existing strut (renamed) and the smaller version I previewed earlier. Also, based on phoenix_ca's suggestion, the struts now make use of TweakableStaging, giving people the option to have them appear in the staging area or not. Pretty neat! Had to get toadicus to fix a number of things though so this DLL is currently newer than the one in the official TweakableEverything download.

Also, I had a play around with having my strut launcher model use Docking Struts, and the results are promicing. The plugin is lacking a number of features that I would like though, and the original author doesn't seem to be around anymore, so don't expect this part to appear any time soon. If anyone has the time/interest to look into these changes please PM me.

I may look into the Docking Struts code as soon as I release the "tweakscale" version of the IR plugin.

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Woah! As an "invertebrist" IRL myself, I'm amazed by the level of details you've put into this, every little part you've added is meaningful! Fantastic work, I really love the chelicerae and opisthosoma. :)

Thanks a lot. I did try for a 'realistic' look.

Please put the KAS module on the ventral face! :D

You mean the winch and grappling hook? Yeah, maybe I should. I'm a bit worried I can't make it launch the hook anywhere sensible then, though.

Now, I'm gonna need some kind of spherical container for a dozen or so of these:

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Ah, so purely asthetics then.

I think I would call it a roleplay issue, as it is about the supposed mechanism.

I'll have a look and see if there's some current robotics research that could be extrapolated in that direction. I know of one academic paper involving the autonomous assembly of trusses, so there must be more.

I know I should be careful not to force a RSS type universe and playstyle upon everyone, but I would think it to be wonderful if IR could stay somewhat within the realm of realistically possible things. Some artistic freedom is fine (and inevitable) of course, but I would not feel really comfortable with lines shooting themselves into distant parts of a craft or something. Near future technology would be welcome, I think.

The best I can think of right now is a connection that is actually never cut, just released and retensioned. Something like a winch or a tether.

Not trying to be a hardass here, I love the current feel of the IR remake.

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Biotronic, how well do they walk? They look amazing!
Automation is a bit of a nightmare at the moment, would it be at all possible to have a "cycle" type control? a joint would goto it's max set angle then back to it's min and so on, instead of reaching one and stopping and needing input change to go back? If it was at all possible you could consider me on my knees begging for it :) Or, maybe a word on what may be expected from kOS integration if you don't mind me being so pushy?

So far I've stuck to faking it with continuous rotatrons, the spider was easily adapted from a millipede I already had, the upper legs rotate though but it can make a reasonable, um, gallop, or is that a canter?

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Automation is a bit of a nightmare at the moment, would it be at all possible to have a "cycle" type control? a joint would goto it's max set angle then back to it's min and so on, instead of reaching one and stopping and needing input change to go back? If it was at all possible you could consider me on my knees begging for it :) Or, maybe a word on what may be expected from kOS integration if you don't mind me being so pushy?

AFAIK, Sirkut put kOS integration on the back burner for a while. Maybe kOS is overkill for IR applications though, since as you point out it may only really be needed for performing a basic animation (a number of keyframes with loop repeat flags). That being said, it would allow for someone to create an inverse kinematics engine, like the kind of stuff I've worked on in the past *cough*

(Technically this is cyclic coordinate descent, more than IK though)

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Those aree awesome! :)

Now all this needs is an inline wheel to create ATHLETE.

If anyone can explain to me how to create wheels in Unity (or better yet assist me), I already have a few ideas for what to do in this area :D

Edit: on a related point, what should I be calling these Pivotron/Rotatrons? I've used Athlete to describe them for a good while now, but perhaps another abbreviation would be more suitable, given the somewhat generic nature of the parts.

Edited by ZodiusInfuser
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Sorry I had to post this here, but I can't seem to get a PM through:

I notice your mod uses tweakscale everything, which in turn uses my code - KSPAPIExtensions (KAE).

Could you kindly firstly remove the version of KAE in the root directory of the install, and secondly probably just update to the latest version of tweakscale. Also a very obvious message on the first post telling people to delete this KAE dll in the root dir would be much appreciated.

The issue is that KAE really needs to be packaged separately with each mod that uses it (as in in a subdir of GameData, not in the root). Here's a post explaining why: http://forum.kerbalspaceprogram.com/threads/70676-WIP-Procedural-Parts-Parts-the-way-you-want-em?p=1183947&viewfull=1#post1183947

I've got no problem with Biotronic using my dll (although it was used without asking first which is not entirely ideal as this has been the cause of the trouble) but when his (and by extension you) use it in your mod, and it breaks users of my mod, and they complain to me on my message board, and then I have to trouble-shoot and not know what's going on it's rather a waste of my time wouldn't you agree?

Anyhow, I'm absolutely happy for you to use KAE, I'd love to have collaborators on it even, and although I'm a little irritated it's not irredeemable, but yeh, kindly fix your install.

Thanks

NB: Anyone who uses Procedural Parts, the current release of this code is not compatible and will need to be fixed as per this post. I can't do anything about it on my end.

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Forum return teaser!!

https://www.cubby.com/pl/IR_AthleteAssembly.png/_f7e5bb64a6844b30aa71a8e87177ec8e

Geometry is nearly finished for me to get these in game and working (8 new robotics parts so far). Haven't started on the related structural parts though. Ignore the arrows pointing the wrong way :P

That is soo freaking cool, can't wait for it.

Wait, the arrows are pointing the wrong way. does that mean it is extendable? OMG :cool:

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Sorry I had to post this here, but I can't seem to get a PM through:

I notice your mod uses tweakscale everything, which in turn uses my code - KSPAPIExtensions (KAE).

Could you kindly firstly remove the version of KAE in the root directory of the install, and secondly probably just update to the latest version of tweakscale. Also a very obvious message on the first post telling people to delete this KAE dll in the root dir would be much appreciated.

The issue is that KAE really needs to be packaged separately with each mod that uses it (as in in a subdir of GameData, not in the root). Here's a post explaining why: http://forum.kerbalspaceprogram.com/threads/70676-WIP-Procedural-Parts-Parts-the-way-you-want-em?p=1183947&viewfull=1#post1183947

I've got no problem with Biotronic using my dll (although it was used without asking first which is not entirely ideal as this has been the cause of the trouble) but when his (and by extension you) use it in your mod, and it breaks users of my mod, and they complain to me on my message board, and then I have to trouble-shoot and not know what's going on it's rather a waste of my time wouldn't you agree?

Anyhow, I'm absolutely happy for you to use KAE, I'd love to have collaborators on it even, and although I'm a little irritated it's not irredeemable, but yeh, kindly fix your install.

Thanks

Apologies for your PM not getting through. I've cleaned my inbox up a bit now.

Initially I used TweakScale prior to the addition of KAE, so when the new update came out I just followed the instructions as per usual. I will update my download to the new version of TweakScale tonight (although I was putting this off as I encountered a few issues with past versions).

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That is soo freaking cool, can't wait for it.

Wait, the arrows are pointing the wrong way. does that mean it is extendable? OMG :cool:

I'm afraid not. That's just because I copied the same part from the top to the bottom to create that assembly. The arrows will point the correct way once in-game.

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