I’m working on an all-terrain highly weaponized mech, and I need legs. I couldn’t find any in search, so if anyone can get me working mech legs that go straight, and are durable I’ll pay upvotes and give credit. They must be automatic (VTOL up and ag 1 to go) and lightweight while able to carry a large payload.
Can anyone get me some mech legs that actually work? I’ll pay upvotes.
4,778 GhostOfKyiv
4.6 years ago
@Axartar
I'll start changing them later. My mechs could use more stability.
@ArcturusAerospace lol whatever works works
@Axartar
I'm only using 250% stability, whoops.
@JustDatGuy hey @ArcturusAerospace is right
this is courtesy of AstleyIndustries
Mech basics
Basics:
- use sine or cosine functions of time, multiply time by a number to change the period (example: sin(Time180), period = 2 sec)
- if the rotator starts in the middle of the range, use sine (example: hip joint)
- if the rotator starts at an end, use cosine (example: knee joint and ankle joint)
- you can offset the range of a function by adding or subtracting a number
- use functions of your input like Pitch, Throttle etc as a switch
- check one leg first and make sure it moves correctly, then mirror and replace the Time function so one leg moves after the other (Timen -> Timen+n), check for movement in the correct direction
If you don't want smooth movement, you can experiment with pingpong()
if you do it right it works really well
for hip joints use sin(Time180) whilst knee and ankle joints use cos(Time*180)
make sure if you use hinge rotators that you set input min to -1 then double check things are not inverted or inverted.
REMEMBER USE A POWERFUL GYRO personally i recommend 500% but i see a lot of 1000% stability
@BlueCitrus On other websites. Here it’s not.
You shouldn't pay with upvotes, im pretty sure its against the rules
I made a post asking about it, AstleyIndustries made a comment with good info.