I'll be pretty busy for a few days but I definitely will try to check in/do my part to get this things workable.ġ) Get it stable. It would be hard to move all that to separate keys, but if you can think of a way, do it! (and post the save file, with the new controls) At the same time, some of the pistons in the legs of the planted feet also try to act as a "hip" muscle (to add some lift to the leg to allow it to move) All while some springs on the planted legs contract to keep them straight, and to pull them back (provide forward momentum). Springs lift the moving legs/keep their toes up(to not drag), and bend the need (to help with dragging). But the problem with that is the design incorporates using "muscles" in the planted legs (as well as the lifted legs) all at the same time. Before long it was MASSIVE, but retained the Q/E for walking. Yea, initially when I was building it, I just wanted to make it simple.but I kept expanding it and expanding it. Two-button control makes it easier to take the first two-three steps, but it has no error correction, and you're not gonna make a walker with no accumulating errors. Finally, the leg control should be split up to correct for accumulating error. Balance is already extremely good, but a longer, flexible 'spine' with a short 'tail' and small 'head' at the extremes would help reduce weight at the top and significantly improve maneuverability compared to the current 'body'. It needs to lift its thigh much higher, causing it to tilt slightly forwards while tilting its footpads slightly upwards, to achieve real walking. It falls after long enough, but I think that's mostly because of my inability to execute the move perfectly over and over, so error accumulates. ![]() ![]() Walked correctly, the current version (I called it 1.1) from 4 hours ago walks reliably, without destroying itself. The walking mechanism is very nicely regulated, and I'm not sure if you intended it this way, but it works really well to press both keys, release one, wait for the leg to complete its phase, then release the other key-much like a real leg. I'm just theorycrafting here since I don't understand your contraption yet (if you have some designs, post post post), but from walking it around, it seems like it mostly has problems with weak thighs and dragging its feet. I look forward to seeing what you all can come up with! Especially when you show me what silly obvious mistakes I've made in the design! The blocks on the front of each leg in the middle are its "kneecap", keeping the leg from bending backwards. The springs around the feet break a lot, I know.But without them the thing will just fall forward or backwards. On the legs that aren't being lifted, there are muscles that attempt to keep the leg straight, AND some on the back of the leg contract to try to move the "planted" legs backward (to push forward).muscles on the back of the leg bends the knee (again to keep the leg from dragging).some muscles on each foot try to "lift" it (so it doesn't completely drag its feet).Many of the upper muscles on the front left and back right leg.lift the leg forward.There are a LOT of "muscles" working together for just one motion. It may not be optimal though, since it doesn't mimic a real quadruped gait (unless it's trotting). So if you're up for a challenge, I submit to you the Strider Prototype.bsg (57.43 KB)Ĭontrols are Q/E (that's it so far) I opted for a "2 opposing legs moving at once" design. I figure if we all put our minds to it, design it a little on our own, and then re-upload the design with the changes.eventually we'll come to a working mega-walker! This is why I'm now submitting the design to the forums and hoping some of you out there will be interested in working on it together as a community! ![]() I KNOW I could just turn on "invincibility" and that would instantly remove most of the problems keeping me from finishing, but that just feels cheap.Īt this point I just REALLY want to make this thing work. I finally caved and threw some propellers on up-top to create some lift and reduce some weight, but I'd prefer if it worked without them. The thing is SO damn heavy that it keeps breaking when I move it. Now I've gotten to a point where I'm running up against the limits of my PC (This thing only runs smooth below 50%) and the limits of the in-game materials (The wood nearly always breaks after a few "steps" and the supports often become disconnected) I started off just wanting to build a tiny little walker, but I kept making it taller and making the legs more realistic (rather than a shuffle-bot). I've been working on this thing for about a day now.
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