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


VR_Dev

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Yeah, so now we have two different scripting options. I'm working on figuring them out right now. It would be nice to be able to change from a "walk" to a "run" setup as the velocity changes too

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this is the utility im using http://www.autohotkey.com/

I assigned hotkeys to activate the different servo groups. Then I wrote a simple script that presses the hotkeys in the order and duration that is needed, which keeps looping while I hold down a specified key. instead of trying to press 7,6,2,0+9,8,4,1,0+9 over and over, I just hold down /, and focus on balance and navigation.

works pretty well:

some sample code

$/::

While GetKeyState("/","P"){

Send {1 down}

Sleep 600

Send {1 up}

Sleep 25

Send {3 down}

Sleep 600

Send {3 up}

Sleep 25

}

return

servo group 1 is activated with "1" and "2", servo group 2 is activated with "3" and "4". to walk I need to press "1" and "3" intermittently. the script holds down "1" for 600ms, lets go of "1" and waits 25ms, then holds down "3" for 600ms, lets go of "3" and waits 25ms, then loops around as long as I hold down "/".

Edited by Parallax
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I saw this on reddit. Super impressive. Especially how it looks like it turns. The leg structure on it is much more similar to what we are attempting. Between you and M1 I'm super confident we can make it walk. We're just waiting on MassDivide to finish designing the thing then we can work on getting it to walk/fly. Thanks for the interest and the post, you guys blown my mind with your robotics skills

Edited by clown_baby
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I'm pretty sure I did something awesome. I still am working out the bugs but this could be huge for our walking mechs. I combined the code from a hinge with the code from the B9 VTOL engine which allows you to toggle limits. This could allow us to use a hotkey to toggle through the limits of a part. THis could make turning and transitioning from run/walk much easier.

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So I'm really close to being able to set toggle-able limits for the IR parts.

ljzWHbT.png

I just need help with some of the code, it's basic stuff but I haven't coded in a long time. If you think you can help, check out my post.

http://forum.kerbalspaceprogram.com/threads/74410-Trying-to-put-toggle-able-limits-on-IR-parts-Just-need-help-with-last-bit-of-code

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So I've figured out how to do the textures. As you can see here I've isolated the head, however, I'm having trouble loading it into the game. Using the same exact steps as I did to load the whole model into the game doesn't work.

The part loads into the game but doesn't show up under the command tab. When I reload the parts from the debug menu(f-12) I can see briefly in the scroll that the part has problems. However I can't get back to that debug screen. When I look at the log under f-2 is doesn't say anything about the part.

Does anyone know how to view the "reload all" debug scroll in f-12?

GCgcnaH.png

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So I've figured out how to do the textures. As you can see here I've isolated the head, however, I'm having trouble loading it into the game. Using the same exact steps as I did to load the whole model into the game doesn't work.

The part loads into the game but doesn't show up under the command tab. When I reload the parts from the debug menu(f-12) I can see briefly in the scroll that the part has problems. However I can't get back to that debug screen. When I look at the log under f-2 is doesn't say anything about the part.

Does anyone know how to view the "reload all" debug scroll in f-12?

http://i.imgur.com/GCgcnaH.png

It's in KSP_Data/output_log.txt afaik. Find it there.

Also, it's category = Pods in the cfg, just to be sure you put it like that.

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mbpMFj1.png

So I'm getting really close. Still a lot of things to figure out. Nodes, attachment points, and attachment rules should be pretty easy.

However the mesh collider is now only surrounding one aspect of the part. Which means that you can only connect things to one aspect of the part. This is a problem

And I've gone back to square one with textures

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