Elven_sword Posted April 26, 2012 Share Posted April 26, 2012 Can we get scaled-down versions of these for delicate things and realistic canadarms? Link to comment Share on other sites More sharing options...
GabrielG.A.B.Fonseca Posted April 26, 2012 Share Posted April 26, 2012 Turnable weapons... Muahahahahaha! ;D Link to comment Share on other sites More sharing options...
DYJ Posted April 26, 2012 Author Share Posted April 26, 2012 The berthingtool has been put on hold, turns out unity hates small node_colliders. Something else will however take its place, something hopefully much better. Link to comment Share on other sites More sharing options...
Volt Posted April 28, 2012 Share Posted April 28, 2012 Is there a way to bind non-letter/number keys to do things? It\'s a nightmare having such a limited selection of keys to bind. Link to comment Share on other sites More sharing options...
kellven Posted April 28, 2012 Share Posted April 28, 2012 I had the same issue with the Toggle parts, I set it to use semicolon ';' with no issues. The Roboparts have a GUI also, so you don\'t actually NEED the keys. Boardspace is definitely a problem in KSP though. Link to comment Share on other sites More sharing options...
r4m0n Posted April 28, 2012 Share Posted April 28, 2012 Is there a way to bind non-letter/number keys to do things? It\'s a nightmare having such a limited selection of keys to bind.Here is a reference of all keys Unity will accept, just use anything from the first column. Link to comment Share on other sites More sharing options...
Volt Posted April 28, 2012 Share Posted April 28, 2012 Here is a reference of all keys Unity will accept, just use anything from the first column.Exactly what I was looking for. Thanks! Link to comment Share on other sites More sharing options...
Sordid Posted April 30, 2012 Share Posted April 30, 2012 Is it just me, or are all these parts massively oversized? I tried putting a manipulator arm on a rover to move spent stages around and de-clutter my Munolith base, but to my dismay I found out even a fully closed claw doesn\'t grasp a 1m tank completely (mind you, I found that out after I put the damn thing on the Mun). If I so much as touch the steering controls, the damn thing slides right out again. IMO pretty much all of these should be about half the size they are now. Link to comment Share on other sites More sharing options...
DYJ Posted April 30, 2012 Author Share Posted April 30, 2012 Been trying to make a set of smaller parts, but unity simply can\'t handle that small colliders. And the lack of small colliders means that I can\'t make a claw, but we are working on an alternative to the claw that will work down to much smaller size.It might be possible to make a 75% size set, but I\'ve been too busy doing other things to do the required testing. Link to comment Share on other sites More sharing options...
Kreuzung Posted April 30, 2012 Share Posted April 30, 2012 Theoretically grabbing the tank should get exponentially easier with two claws like this: | | <-Claw=== <-Tank \' \' <-Claw again ;D Link to comment Share on other sites More sharing options...
Sordid Posted April 30, 2012 Share Posted April 30, 2012 So it\'s a technical limitation? Darn.Theoretically grabbing the tank should get exponentially easier with two claws like this: | | <-Claw=== <-Tank \' \' <-Claw again ;DYeah, but how do you build that? Link to comment Share on other sites More sharing options...
Kreuzung Posted April 30, 2012 Share Posted April 30, 2012 Don\'t know, I\'m inable to control almost anything in KSP so I didn\'t try this out yet. I\'ll do that as soon as I got a lag-free new PC. Link to comment Share on other sites More sharing options...
maltesh Posted April 30, 2012 Share Posted April 30, 2012 Well, if you\'ve got side-mountable structural pieces that themselves support side-mounting, you can pull it off.I used the small truss girders from SomethingAwful Member Sam Hall\'s Parts Pack.Edit: Suplex! Link to comment Share on other sites More sharing options...
Sordid Posted April 30, 2012 Share Posted April 30, 2012 Huh, interesting. By that logic the small Probodyne structural parts should work as well.Though I have built an X-shaped claw manipulator in the meantime, so I might as well just launch that. Link to comment Share on other sites More sharing options...
deadshot462 Posted May 1, 2012 Share Posted May 1, 2012 Any chance of adding an option to set the speed to rotations? Mostly a request to make parts move faster Link to comment Share on other sites More sharing options...
noneyabidnis Posted May 1, 2012 Share Posted May 1, 2012 Any chance of adding an option to set the speed to rotations? Mostly a request to make parts move fasterSomeone needs to make a MethJeb plug-in. Link to comment Share on other sites More sharing options...
kellven Posted May 1, 2012 Share Posted May 1, 2012 If you mean MechJeb, this is MechJeb. The autopilot wouldn\'t have a clue what to do with a bunch of servo controls though. You can set the speed of the rotation in the part.cfg yourself. Link to comment Share on other sites More sharing options...
Maikie_G Posted May 1, 2012 Share Posted May 1, 2012 If you mean MechJeb, this is MechJeb. The autopilot wouldn\'t have a clue what to do with a bunch of servo controls though. You can set the speed of the rotation in the part.cfg yourself.I\'m pretty sure MethJeb was a pun.Good one too. Link to comment Share on other sites More sharing options...
kellven Posted May 2, 2012 Share Posted May 2, 2012 Oh, I see now. Anyway, I was thinking about an adapter plugin between ROS and the servos, but I really don\'t have the time to write it. Link to comment Share on other sites More sharing options...
noneyabidnis Posted May 3, 2012 Share Posted May 3, 2012 I had a chance to download and play with this last night. Lots of fun. One thing, though - the hydraulic cylinder - I keep wanting to flip it over. I changed my entire design and got around it, but if it was possible to 'flip' the orientation someway, it would open a lot of doors.If there\'s a way to do it via cfg, then I would be happy to do that. I tried horking around with it last night but couldn\'t figure it out. Link to comment Share on other sites More sharing options...
maltesh Posted May 3, 2012 Share Posted May 3, 2012 The Kosmos Space Station Pack includes some nice, small inverters. Used one of those, and a .cfg edit on the cylinder speed to make a one-hop pogo piston a few weeks ago. Link to comment Share on other sites More sharing options...
SmiteZero Posted May 3, 2012 Share Posted May 3, 2012 japan: What we need, since people seem to like building construction trucks and stuff, are some nice, strong, wide, animated support legs to stop our stuff tipping over. Link to comment Share on other sites More sharing options...
TheOverlord5000 Posted May 4, 2012 Share Posted May 4, 2012 And now to make an arm that throws my rockets into space ;P Link to comment Share on other sites More sharing options...
Blinkin Posted May 4, 2012 Share Posted May 4, 2012 That would be very epic. Like a catapult. xD Link to comment Share on other sites More sharing options...
Kreuzung Posted May 4, 2012 Share Posted May 4, 2012 Some did this with a decoupler and a system to aim at Kerbin from the Mun... Link to comment Share on other sites More sharing options...
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