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


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.

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

Thanks for all the comments on this :). I'll see about keeping it in, some of the craft made by the testers have made good use of them. Based on the feedback so far, and some of the ideas I want to see, its likely that the Foldatron pack will contain 15 parts. I'd like to reduce this down to 12 (and originally wanted only 9), but further testing will decide.

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Thanks to the free docking washer, I can now build turbines with far less parts and they're more stable.

http://youtu.be/BToI8dHGi5A

But I'd really love if you guys would build a radially attached bearing with the ability to attach to both sides, so I can build more complex machinery.

Are those propeller blades actually providing the thrust with deflectionLiftCoeff?

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When I saw the blades shift just that slight amount, I started laughing uncontrollably... and not it the form of "that was funny" but more in the form of "KSP was so SO not meant for this, but it's happening anyway!"

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But I'd really love if you guys would build a radially attached bearing with the ability to attach to both sides, so I can build more complex machinery.

A radially attached bearing, you say? Perhaps one that has three tweakable sizes? Check out the station hub and abuse it for all manner of insane creations. :D

That is awesome, and now I have to try it. I couldn't quite make out how you were spinning the props – was the a jet-powered turbine under the fairings?

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hydran101,

There's no need to yell. In any case, action groups break badly when you edit symmetric, so it's usually a good idea not to use them when you're developing something.

Darren9,

Cool mech. How do you go about balancing them? Is that just practice?

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hydran101,

There's no need to yell. In any case, action groups break badly when you edit symmetric, so it's usually a good idea not to use them when you're developing something.

Darren9,

Cool mech. How do you go about balancing them? Is that just practice?

Thanks, it was practice and adjusting the arm/mid min/max angles until it stood on one leg.
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I made a mech, works without reaction wheels or other mysterious forces, can walk, turn and most importantly blow things up. I'm looking forward to the Foldatrons, I think they'll make better arms and legs :)

http://youtu.be/Le2kn4acz20

This is great! Makes me wish for an animation creator within KSP so you can keyframe IR joint angles/lengths and create looping gait patterns. Anyone up for the challenge? :P

Edited by ZodiusInfuser
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I made a mech, works without reaction wheels or other mysterious forces, can walk, turn and most importantly blow things up. I'm looking forward to the Foldatrons, I think they'll make better arms and legs :)

http://youtu.be/Le2kn4acz20

I'm sorry Darren9, not to diminish your work, but the combination of a fast beat and 1 step per minute, made me lol :D Still the robot looks nice. Kinda like the Matrix mechs

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I'm sorry Darren9, not to diminish your work, but the combination of a fast beat and 1 step per minute, made me lol :D Still the robot looks nice. Kinda like the Matrix mechs
Well it was optimistic but the track's called Robots. Anyway, I fitted a kOS unit and its up to 23.077 steps per minute, unfortunately I didn't have a slow waltz to hand so there's no music with this one :sticktongue:

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So... how's it going? Now that B9 is close to release, I'm really going to be needing that VTOL hinge. :) I have so many ideas for a nice-looking VTOL, nearly achieved what I wanted in 0.23 (with FAR and AJE, no less!), but using a jury-rigged standard hinge means much lower clearance, which turned out to be important. I have to give the plane a ridiculous gull wing in order to get the engines high enough. As you might imagine, this messed up my aerodynamics quite a lot...

Edited by Guest
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I have introduced further reductions using TweakScale so that your new robotic parts can be used alongside a miniaturized radial Karbonite drill though evidently I still find your stock parts much too large to stow away properly, hence the custom miniaturization.

Anyway, I found that I could extend the extendatrons past their limits as shown in this image

9dc3d49d3b.jpg

The new parts are ace by the way, they really fill some gaps that were left by the old ones, such as the 180 degree hinges so that double 90's are no longer needed to fold something back on itself, the different variants of the same hinge so that something can be constructed in its stowed-form from the word go etc.

One other thing which I would like to see if possible (purely to cut down testing of complicated series' of parts), is a readout in the right-click box which tells the current rotation in degrees (for rotators), or the current translation in % for other parts. This would be doubly helpful if the default rotation or translation was also shown when the part is right-clicked in the VAB. It would enable immediate understanding of how a part is performing (or will perform) in comparison to others and what the correct limits would be for a given movement.

Thank you for this mod :)

Edited by Stephanie the Viking
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I have introduced further reductions using TweakScale so that your new robotic parts can be used alongside a miniaturized radial Karbonite drill though evidently I still find your stock parts much too large to stow away properly, hence the custom miniaturization.

Anyway, I found that I could extend the extendatrons past their limits as shown in this image

http://puu.sh/b5p4U/9dc3d49d3b.jpg

The new parts are ace by the way, they really fill some gaps that were left by the old ones, such as the 180 degree hinges so that double 90's are no longer needed to fold something back on itself, the different variants of the same hinge so that something can be constructed in its stowed-form from the word go etc.

One other thing which I would like to see if possible (purely to cut down testing of complicated series' of parts), is a readout in the right-click box which tells the current rotation in degrees (for rotators), or the current translation in % for other parts. This would be doubly helpful if the default rotation or translation was also shown when the part is right-clicked in the VAB. It would enable immediate understanding of how a part is performing (or will perform) in comparison to others and what the correct limits would be for a given movement.

Thank you for this mod :)

If you are going to scale pistons you need to specify the travel value. Look at the original Infernal Robotics Telescoping pistons for what to do.

Also, making suggestions to the PLUGIN is pointless in this thread since this thread is just for the rework parts that will replace the existing parts for the mod. While I do read this thread from time to time it's best to provide suggestions in the main Infernal Robotics mod. I'll see about the suggestion but currently I'm working on moving the parts in the VAB first. I'm close to an actual release and once that is done I may throw the angle/trans view in.

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If you are going to scale pistons you need to specify the travel value. Look at the original Infernal Robotics Telescoping pistons for what to do.

Ah.. I totally overlooked that bit for some reason.

As for the suggestion, it was related directly to your continuing work with these parts and I thought this was as good a place as any to make the suggestion.

Clearly I was mistaken.

For the record, moving parts in the VAB would nullify the need for readouts anyway, since the values can be tweaked while under construction to find the desired values. I look forward to this.

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As for the suggestion, it was related directly to your continuing work with these parts and I thought this was as good a place as any to make the suggestion.

Clearly I was mistaken.

The point is that the plugin is developed by sirkut who is awesome while this parts are created by ZodiusInfuser who is awesome. You probably got lost in all that awesomeness :wink:

For the record, moving parts in the VAB would nullify the need for readouts anyway, since the values can be tweaked while under construction to find the desired values. I look forward to this.

Agreed, sirkut is a magician.

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