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


ZodiusInfuser

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Exactly that is what I want. Why can't it be implemented with the IR plugin?

Mechanically that seems no different than the pistons, you have and attachment point, and a 'push' point which is moved directly away from the mount surface, the only thing different about it is the animation in the middle and the amount of travel the mechanics of the animation would provide.

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Yes, mechanically are the same as pistons, but pistons are bigger. Maybe only the smaller piston would fit in a cargo bay (like B9 bays for planes), but then I'm not sure if a small piston can handle the payload.

I meant that the mechanics of the scissor lift are the same as the pistons (excluding the animation used for effect), so I couldn't see any barrier to such a part being implemented

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I'd just like to point out that I too am quite fond of the looks of these. Loving the step back towards more functional looking parts, much like what I had planned for DR2 and what I with my limited(even more so back then) skill was aiming for with the original mod.

Thank you! That means a lot to hear you say that :D

Today I have been thinking how to save engines during re-entry and came up with the idea of retracting them behind a heatshield in the same way. So, I suppose it would be useful.

One more idea: it would be CPU-load-efficient to weld a joint and a truss together to have two parts([joint+truss welded together]-joint) instead of three parts (joint-truss-joint)

The issue with that is that you would end up having to have more parts to account for variations, which would have an effect on load time etc. That being said, for this latest stuff I'm doing (since it's quite specialised) I could do [joint+halfTruss]-[halfTruss-joint], so that in the smallest case of 1.25m an additional part isn't required.

Also, is it possible to make it conduct fuel optionally? Sometimes fuel lines are corrupter after quickloading. :rolleyes:
Not sure about that yet. Ask me at a later date if I forget :P
Exactly that is what I want. Why can't it be implemented with the IR plugin?
I meant that the mechanics of the scissor lift are the same as the pistons (excluding the animation used for effect), so I couldn't see any barrier to such a part being implemented

As NoMrBond says, mechanically the operation of the two devices are the same. The key thing is IR doesn't use animations, it creates a physics constraint between two rigid bodies. A scissor lift consists of multiple moving sections within a single part. I have discussed this with Sirkut in the past and it could be feasibly possible to integrate the MSI Animator (when released) into IR, allowing for an animation to track with the physics, but this seems like a lot of work for just one part.

That being said, and what I tried to show in my earlier post, the recent parts I've been doing can be arranged to give the same effect.

_de86ef576f184dbd86a9689098f68e70

This setup is 6 parts vs the 1 that would be needed with a scissor lift, and is the best I can offer with the current technology available to me.

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That'll work, and it's really nice looking too.

Keep up with the good work, and thanks :)

EDIT: Actually is magnificent! It's modular, so you can pile as many of those as you want to get your desired height. Could you release that part in ehhh, 15 seconds? :P

Edited by federicoaa
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EDIT: Actually is magnificent! It's modular, so you can pile as many of those as you want to get your desired height. Could you release that part in ehhh, 15 seconds? :P

That's the idea, also, I'll be offering longer truss sections for situations where length isn't an issue, but height is.

Not a chance :P

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Looks awesome. The nice thing is, real life has me so busy that those awesome parts will propably be out when I actually need them in my current career :)

Quite possibly. Since I'm trying to make parts consistent, I'm holding back a lot of finished models in case I need to make changes. This means that there will end up being a few big releases rather than many small releases.

Here's some more awesome texturing from Porkjet:

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This features the new half sized truss (comparable to the cubic octagonal strut), a number of adapters, and revised versions of the small tubes. I'm currently unsure which tube version I prefer, so may switch back to the old design (they all use a single texture anyway).

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Lost of cool looking models here.

One thing that put me of updating from Damned robotics initially was that IR used more memory. How are you going with memory use?

I cannot comment on that at this time, as I‘ve only briefly experimented with things in-game.

In terms of textures, Porkjet has been very efficient getting all the structural parts onto a single 1024 x 256 texture, and I imagine similar can be achieved with the new parts. As for modelling, I'm designing them at the polygon level (personal preference), so have been able to optimise designs a fair bit to remove redundant elements etc.

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Finally had a bit of time to get Porkjet's recent parts in game. Here's the complete lineup of (standard) structural parts:

_cfe93dccf7ad48648cbff97f4effe90d

And here's a.. um.. thing:

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The intention is that all robotics parts will be the same regardless of size (so they're easily identifiable). This retains the spirit of the old parts, whilst reducing the number of unique models in the game, benefiting both load times and my own :P.

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