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Announcing "Kerboing Springs Inc."


Dr_Goddard

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It is my intention to make springs, shock absorbers, and freely rotating hinges and joints to complement robotics and add part variety.

Wish me luck!

I know practically nothing about programming or mods, but I learn quick.

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It is my intention to make springs, shock absorbers, and freely rotating hinges and joints to complement robotics and add part variety.

Wish me luck!

I know practically nothing about programming or mods, but I learn quick.

No offence but you're supposed to make the thread when you have something to show up.

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I remember back in dammed robotics there was a tweaked version of the Rotatron called a suspensatron that I found handy. Other than being outdated by using Dammed Robotics, it was also hosted on Spaceport. I think something similar would be a good starting point.

http://www.reddit.com/r/KerbalSpaceProgram/comments/1bygkm/independent_suspension_for_roversvehicles/

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No offence but you're supposed to make the thread when you have something to show up.
This is a dev thread, it's perfectly fine for him to post this, then release things as he makes them :P

Good luck OP!

Technically speaking, while this is true, it would definitely be a good idea to post some concept artwork / images in the first post.

When I first started add-on authoring, my dev thread wasn't just a "hey guys i am going to make space station parts!", but a comprehensive post containing:

- What the aim of my project is

- Whose work I'm based mine on (in my case, I was continuing, extending and revamping an existing add-on)

- Specific details on which parts / features I am going to make (e.g. "Habitat module: will tentatively house 3~6 Kerbals, with galley, shower, toilet, stowage and sleeping alcoves" instead of just "springs")

- Concept images

A couple more pieces of advice specifically for Dr_Goddard

- As you have no prior experience in KSP add-on authoring, it would be a good idea for you to start off with something simple, like a rigid structural segment or a fuel tank; the purpose of this is to familiarize yourself with Blender/Unity/KSP CFG configuration settings, without jumping off the deep end so soon

- The key to moving parts you've described would be a plugin that constantly examines, calculates and rebuilds the relative positions of all parts/elements directly and indirectly attached to the spring / shock absorbers; this is already available in the MagicSmokeIndustries InfernalRobotics add-on, so perhaps a project that essentially re-invents the wheel may not be a good starting point for you

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