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Jebs Mech (Over Complicated, Very Hard to Operate!)


Darren9

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dtthANe.jpg

A couple of people have requested this craft file so here it is. Currently the only reasonable method of control is an external script (I use AutoIt) firing multiple timed keystrokes to perform a desired movement. There will eventually be a tutorial for controlling IR joints through external scripts or kOS. kOS is soon to have support for Action Groups Extended (250 action groups) and direct read/control of IR joints, this should remove the need for external applications and simplify movement.

Several mods are needed to load the .craft (custom half-size missiles from BaHa were removed)

TweakScale

Infernal Robotics

Infernal Robotics Rework (Robotic & Structural)

Old B9 Aerospace Repack (or get the Whole New One)

Bahamoto Dynamics (plugin and RCS ports)

Kerbal Attachment System Fixed

kOS Autopilot

Several other alterations must be made for successful operation

Rotation speed of IR_Pivatron_Sixty changed from 13.333 to 10 to match the Foldatrons (See Jebs_Mech_ReadMe)

Attach force of KAS Grapple reduced (See Jebs_Mech_ReadMe)

TweakScale added to IR Rework Structural parts (See Jebs_Mech_ReadMe)

First, the IR_Pivatron_Sixty by default rotates at a different speed

to other joints. It must be adjusted in the part.cfg to match the others

or the feet wont stay parallel to the ground when the hip/ankle or leg

height groups are activated.

GameData\MagicSmokeIndustries\Parts\Rework\Robotic_ProbeRotational\IR_Pivotron_Sixty

Open part.cfg, scroll down to "keyRotateSpeed = 13.333", change the value to 10 and save.

"Grapple_Reduce.cfg" and "IR_Structural_Tweakscale" reduce the KAS grapple force and add

Tweakscale to the IR structural parts. They must be placed in the "GameData" folder.

The craft is uncontrollable at launch, either attach a MechJeb radio in the hanger

or have a Kerbal at the edge of the runway to run up and board. The feet will also be

attached to the runway, release them before moving :)

It's Difficult to fully control with keys, here's what I used.

Remap the Action Groups to the numpad or they'll conflict with

leg controls. I recommend to clear them all and set your own.

Action Groups

AG1 Center Hands/Feet/Waist

AG2 Center Hips/Ankles

AG3 Release Left Hand

AG4 Release Right Hand

AG5 Center Shoulders

AG6 Center Upper Arms

AG7 Center Lower Arms

AG8 Release Left Foot

AG9 Release Right Foot

Keyboard Keys

1,2 Right Leg Height

3,4 Left Leg Height

5,6 Right Hip/Ankle

7,8 Left Hip/Ankle

0[zero] Feet Rotate

R,T Left Shoulder

Y,U Right Shoulder

I,O Lean Left/Right

P,F Waist Rotate

J,K Wrists Rotate

X,B Arm Reach

9,- Upper Arms Rotate

G,H Left Lower Arm Rotate

L,Z Right Lower Arm Rotate

Jebs_Mech.zip Please read the "Jebs_Mech_Readme".

Currently no movement scripts are included, I only had one that fired the whole "dance" from beginning to end seen

, I'll link to tutorials when they're created.
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