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[WIP] Infernal Robotics Robotic Arms


sirkut

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It will behave the same way that the lazor robotic arms function which worst exhibit wobbling since it is done differently. You have prebuilt arms provided, I hope, by modders instead of building them.

Total noob here, but would it be possible to use the "welding" techniques to create a part and then animate it with your plugin?

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Hey, Patiently awaiting the completion and arrival of this smart plugin, I've a load of stuff that turned out not to be doable with IR and this seems like it''s slightly better than perfect for my needs, can't wait,

I'll be sending you a PM when I have something worth testing and instructions on how to get your arms working. It won't be hard to do. :)

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Now please add docking camera functionality too :)

I always liked that in lazor pack, but disliket ton of other unnesecarry .... this pack contained.

Do you want just a docking camera mod that's standalone? I can certainly whip something up if you like.

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HI, again,

In preparation for arrival of this plugin I've a question, probably more than one but whats just sprung to mind is.

Re transforms, when constructing or altering a model to be suitable is there any special way to set the transforms, z+ up for instance or will standard Y+ up be acceptable?

I gather from the OP that the limit on number of transforms to be moved is quite high, is there an upper limit, apart from a stupidly long context menu that is( a problem I already have)

Cheers

Spanner

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HI, again,

In preparation for arrival of this plugin I've a question, probably more than one but whats just sprung to mind is.

Re transforms, when constructing or altering a model to be suitable is there any special way to set the transforms, z+ up for instance or will standard Y+ up be acceptable?

I gather from the OP that the limit on number of transforms to be moved is quite high, is there an upper limit, apart from a stupidly long context menu that is( a problem I already have)

Cheers

Spanner

Direction should not matter because in the CFG, you the modder has the freedom to specify which direction the transforms should rotate. The only caveat is they all must follow the same structure where one is a child of the previous. Also at least in blender, each mesh's origin must be at the spot of rotation. And from what I know, you must not apply it's location to all zeroes otherwise the rotational axis rotates about the origin rather than the mesh. I'll talk to RoverDude to ask for permission to offer the blender file as a reference to everyone to look at if they want to get a head start. The only thing I have left to do before the WIP release is to work on some sort of magnetize/claw attachment system and I'll let those who I pick have a whack at making an arm for it. Here's a pic of what I mean about the origins (note the orange dots):

v2ENEHs.png

T2SiTHM.png

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Excellent, that's the only proper way to do it anyway, It's gonna be fun.

Can you foresee( go on jump in your time machine:sticktongue: ) any problems with module combination? I've a hundred ideas, and not all of them are robotic arms but most involving some module mashing of some sort or another. I can't for instance see why it would not be possible with some care to create fold able collapsible structures, that could fold out to predetermined units the plugin doesn't care, and the game probably wont. :D

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How are you handling the end effector, Sirkut? (If you don't mind me asking). Have you invented some clever way to remove the usual KSP joint from an attached part to the root of the arm and replaced it with a joint to an object at the end of the arm? Or have I missed something?

Great work anyway, this is going to be cool!

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How are you handling the end effector, Sirkut? (If you don't mind me asking). Have you invented some clever way to remove the usual KSP joint from an attached part to the root of the arm and replaced it with a joint to an object at the end of the arm? Or have I missed something?

Great work anyway, this is going to be cool!

I haven't crossed that bridge yet for the end piece.

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  • 2 weeks later...

Hi Sirkut,

I think your mod would be really helpful for a part I want to make. What I want to do is build a flat rover that can extend its axles outward for stability. I think each wheel has to be a separate part, so the model would have the extending axles controlled by the arm mod, and the player would then attach wheels to the end. Would that be possible with your mod?

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Hi Sirkut,

I think your mod would be really helpful for a part I want to make. What I want to do is build a flat rover that can extend its axles outward for stability. I think each wheel has to be a separate part, so the model would have the extending axles controlled by the arm mod, and the player would then attach wheels to the end. Would that be possible with your mod?

I think so but have you looked into Pistons via the infernal robotics mod? People have been doing that already.

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Any news????

Nothing lately to report, just been busy with life & job and little time to bash the code around. Right now I'm slowly looking at KAS and Lazor on how they do their docking which is a learning curve for me.

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Nothing lately to report, just been busy with life & job and little time to bash the code around. Right now I'm slowly looking at KAS and Lazor on how they do their docking which is a learning curve for me.

Cool, one thing with the lazor arms though is that it was hard to use them because there was no adjustable speed, even with IR there is no proper speed adjustment to slow the arm down without stopping it completely and moving in a jittering motion

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Cool, one thing with the lazor arms though is that it was hard to use them because there was no adjustable speed, even with IR there is no proper speed adjustment to slow the arm down without stopping it completely and moving in a jittering motion

Lazor arms have two speed settings. When you're in fine control movement is 1/10th normal speed (or thereabouts).

Do you mean by "proper speed adjustment" that you want rotation to have some inertia and not just be a binary state?

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Lazor arms have two speed settings. When you're in fine control movement is 1/10th normal speed (or thereabouts).

Do you mean by "proper speed adjustment" that you want rotation to have some inertia and not just be a binary state?

Yeah that's what I mean, its hard to explain. I don't want arm rotation to be "on" and "off" I want to it to SLOWLY stop, not stop immediately

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That would be terrible. The arm needs to be able to perform precise operations. If you had deceleration, how would you be able to precisely orient it?

At high speeds, yeah, but at lower speeds it may very well improve things. There's a lot of inertia if you're moving something and because of the way KSP joints work, it will be undershooting while you're applying a force and will overshoot just from the joints springing back to their rest state. It's hard to know for certain unless we try it out :)

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