AG1
and Throttle
to control
not a high-tech theory but a tricky game skill, please don't expect too much.
This is an old tech from SimplePlanes, first raised by Japanese player pancelvonat in 2020. It use trigonometric functions as the inputs of rotators.
It's very basic for SP walkers and mechs, so I was surprised that some SR2 walker builders don't even know this, maybe it's vizzy's formats limited your idea lol. So check this, very simple but useful codes.
(and actually there are more advanced walking codes in SP using some rotator's outputs as another's input, but I am not sure whether it can be used in SR2.)
btw, as I am still not so familiar with SR2's gyroscope, this walker is not able to walk on ground. so please just regard it as a concept displayer.
and for me, I've already build some mechs in SP, and using more complex funky trees codes to operate them, but the walking function is still based on these basic codes.
I got busier now, so I will stop building new crafts in SP for a long time, and I also haven't considered to start true projects in SR2, so I build this simply, just to show you guys the tech. Maybe someday I will also build mechs in SR2, but definitly not now.
Maybe this is something revolutionary for you? I have no idea, but never mind, feel free to use it.
:)
21 Comments
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520 Ian_Yashima
@Pedro
thank you dev ;)
btw can you devs strengthen the rotators and the piston? -
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17.6k plane918273645
Take this craft for example, it works perfectly in sr2 just like real life
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17.6k plane918273645
@DrooMulticompany walkers should work fine in sr2, motobikes can also work,
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6,623 DMCcorp
@plane918273645 because SR2 isn’t like reality. The ground doesn’t work that way. Also, physics in SR2 is different: light speed isn’t the limit. Also, haven’t you noticed that true motorcycles don’t exist in SR2?
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520 Ian_Yashima
@jusa122
in fact these codes still need custom adjustments if you want them truly function, so do the massScale of parts.
btw I think SR2's gyroscope is not so user-friendly as SP's. -
1,192 jusa122
I got that he walked a little by placing a very strong gyroscope in the center of mass of the robot. To avoid rolling there is a stability multiplier function. but after of all that continues to malfunction. and that's more of the same game and the friction that makes the pieces on the ground, especially if the piece moves very fast
I had a lot of problems with that while building my wick and the best thing I found is that of slow and long steps.
Oh.... if and that rotators are horribly fragile
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17.6k plane918273645
@Ian_Yashima (i didnt say it wasnt hard for me) lel but im sure there is alot of documentation out there on the stabilisation us humans do
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520 Ian_Yashima
@plane918273645
I am not a professional robot researcher, I am just a sandbox gamer studying urban planing, so I choose the easiest way to get what I visually want.
as for boston dynamics' technologies, I'm not sure whether vizzy or my PC is powerful enough to handle them, at least I am not powerful enough to lol.
if you think that's not difficult for you, welcome to have a try, I also want to see the possibility of this game.
;) -
17.6k plane918273645
@Ian_Yashima humans dont use gyros... and the robot from boston dynamics doesnt have one, i see no reason why a gyro MUSt be used, it just makes it easier
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520 Ian_Yashima
@plane918273645
as said in the description, I just want to share the codes, so it's not really walking. but one of my friends has already started to adjust it.
btw, I personally think that gyroscopes are necessary for walkers to balance themselves in this game, or something far more complex such as RCS nozzles or sensors should be used. -
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4,854 Carlosvnsx
@Ian_Yashima great engineering, glad you want to help us develop our ms
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1,192 jusa122
trigonometric functions? we are builders, not mathematical geniuses xD
but very good concept
@Ian_Yashima if you scale them up their spring forces become stronger, so something you can do is scale them up and tinker scale them down