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Walking, Flying, Custom Replica T-Rex Mech[.23.5]


VR_Dev

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So I've been going over every part in blender and deleting extra polygons which is slow and boring, but it runs really smooth now on my computer. I tried painting it black which looks ok in the hanger but not so great when launched.

RlwvUeE.png

cgx2hzo.png

My biggest problem is the feet. The thing slides all around town. I've tried naming the meshes that touch the ground "foot" hoping I could trick the module into thinking those were the landing gear feet. I did get the gear button to lower the stableizers, which is pretty cool. Here's the code

PART

{
// --- general parameters ---
name = LfootAnimRWS
module = MuMechServo
author = Sirkut & Devo & clown_baby

// --- asset parameters ---
mesh = NewModel.mu
scale = 1.9
rescaleFactor = 1.9
specPower = 0.1
rimFalloff = 3
alphaCutoff = 0

// --- node definitions ---
//node_attach = 0.0, -0.254, 0.0 , 0.0, -1.0, 0.0
//node_stack_bottom = 0.0, 0.2, 0.5 , 0.0, -1.0, 0.0, 0
node_stack_top = 0.0, 0, 0.1, 0.0, 1.0, 0.0, 5

// --- editor parameters ---
TechRequired = advConstruction
entryCost = 0
cost = 50
category = Structural
subcategory = 0
title = Foot for the Kerbserk Fury
manufacturer = Magic Smoke Zoids
description = Foot for the Fury. Is used on both legs. Has toggle for foot stabilizers. Rotates.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1

// --- standard part parameters ---
mass = 2.6
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 200
maxTemp = 3000
breakingForce = 9999
breakingTorque = 9999

// toggle parameters
rotateJoint = True
rotateAxis = 1, 0, 0
keyRotateSpeed = 20.0
rotateLimits = True
rotateMin = -90.0
rotateMax = 90.0
rotateLimitsRevertKey = False
jointSpring = 0
jointDamping = 0
onActivate = False
rotateKey = up
revRotateKey = down
fixedMesh = Base
servoName = Foot
invertSymmetry = False
motorSndPath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path

//MODULE
//{
// name = ModuleAnimateGeneric
// animationName = Default Take
// startEventGUIName = Down
// endEventGUIName = Up
//}
MODULE
{

name = ModuleLandingLeg

animationName = Default Take
wheelColliderName = foot
suspensionTransformName = piston
orientFootToGround = true
landingFootName = foot
// Axis is aligned forward instead of up
alignFootUp = true
suspensionUpperLimit = 0.47
impactTolerance = 450
suspensionSpring = 5
suspensionDamper = 2
}



}

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I am so close to being done. I fixed the foot problem, but I went back and simplified the hip joint in blender and now it explodes at launch every time. I'm confident it has nothing to do with the .cfg. I'm stumped

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BUT DOES IT WALK! That is the question!

The bane of all man kind is also now the bane of the kerbal race,....."how do we get it to "WALK?"" (quote quote)

and modern day robotics. we can make em walk... just not very fast... and even then only with four+ legs. bipedidal robotics is a lil hard and still under reaserch.

oh also i hit 1715 m/s but that's during reentry of a craft that i made specificly for high speed reentry (so i could lose minimal thrust, it's a plane) but to be honest i don't count that a win because under the circumstances it was measured just before i hit the ground... hard...

Edited by AntiMatter001
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BUT DOES IT WALK! That is the question!

The bane of all man kind is also now the bane of the kerbal race,....."how do we get it to "WALK?"" (quote quote)

Not yet, I've been working on fps issues and bugs the last week or so so that these guys can give it a whirl. But as you can see, they have accomplished bipedal walking already.

ChubbyRipeHoatzin.gif

And even if it never walks, it still flies

fPEqZU8.png

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So I updated the main post for the first time in a while. Cool video now kind of demonstrating what I would want the end game for this project to be. I haven't really had to time to work on the IR for .23.5 but I'll find time soon.

I started this thread for a side project too. If you know anything about the workings of the kethane mod or wanna help build a sub-surface Jool hoverbase, check it out.

http://forum.kerbalspaceprogram.com/threads/79638-Using-a-Kethane-condenser-for-a-permanent-hoverbase-below-Jool-s-surface

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So here's my current IR setup and what it results in.

Unity Setup

2bMYA03.png

.cfg Code(A tall hinge changed slightly)

PART
{
// --- general parameters ---
name = LMiddleLEg
module = Part
author = Sirkut & Devo

// --- asset parameters ---
mesh = model.mu
scale = 1.8
rescaleFactor = 1.8
specPower = 0.1
rimFalloff = 3
alphaCutoff = 0

node_stack_top = 0.0, .5, -.15 , 0.0, 1.0, 0.0, 3
node_stack_bottom = 0.0, 0, 0.0, 0.0, -1.0, 0.0, 3

// --- editor parameters ---
TechRequired = advConstruction
entryCost = 0
cost = 50
category = Utility
subcategory = 0
title = Powered Hinge
manufacturer = Magic Smoke Industries
description = Taller motorized hinge.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1

// --- standard part parameters ---
mass = 0.1
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 15
maxTemp = 3000
breakingForce = 999
breakingTorque = 999

// toggle parameters
MODULE
{
name = MuMechToggle
rotateJoint = True
rotateAxis = 1, 0, 0
keyRotateSpeed = 20.0
rotateLimits = True
rotateMin = -90.0
rotateMax = 90.0
rotateLimitsRevertKey = False
jointSpring = 0
jointDamping = 0
onActivate = False
rotateKey =
revRotateKey =
fixedMesh = Base
servoName = New Hinge
invertSymmetry = False
motorSndPath = MagicSmokeIndustries/Sounds/infernalRoboticMotor // Motor loop sound path
}
}

.cgs notes

It worked just fine with fixedMesh = base before, but not this time. I've also tried leaving it blank, // it, and using meshes from my model(Cylinder) to no avail.

Also I have tried 1 & -1 for each axis with no luck.

How it loads into the game Looking exactly like the hinge it's modeled after there above it

CDpLZqs.png

And the result

If the gif is too slow. Here's the gfy link

VioletHorribleAndeancat.gif

Not rotating around the cylinder, but acting more like a piston

Edited by clown_baby
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Still no luck with the robotics. I got some new models but I need help from someone with 3ds max. It wouldn't take long I just need files converted into something blender can recognize. Hit me up if you might wanna help

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I'm gonna make a new post soon for this project as a whole, because I have more models now. But here's another one. thecoins built this, and it's bad asz. If you know anything about the liger zero, I have the cannon's and boosters, just haven't loaded them in yet

TzLWokv.png

K4jn2vY.png

album

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is using blender anything like solidworks?
Couldn't tell ya buddy, I've never used solidworks

As someone who frequently uses both, Blender isn't really like SolidWorks.

Whereas SW allows you to specify dimensions via sketches/extrusions (i.e. parametric modelling), Blender is more tended towards mesh and spline editing.

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