so my quest to make the ultimate humanoid Mecha continues, while making this part i experienced alot of annoying crashes and corrupted video materials, luckily i was able to save the part in wich i got sequencer to make the ogre arm itself into 2 handed stance with the minigun, arm operations how to handle it when connected to the other arm, since some people may already now that when 2 seperate robotic pieces are attached via connector ports may cause some serious problems. also you will see a little fire test with the gun and unloading its magazine, parts that i lost from the video was reloading process, gun uneguip part and grenade toss part. i will show them in next video i promise you guys that don't ya worry, i will also work on making walking better and maeby even running and other stances for better firing positions, also i think i may be able to make this mech rise back to its feets when it falls down. we shall see :D Enjoy it ;D
Kerbal Space Program132 Videos
Cal Mac asked me to do AT-TE Clone Trooper tank and at the same time i wanted to test how 2 types of legs will work in same craft and we also made a new Speed Record this Walker Tank's Top Speed is about 16 m/s and i haven't seen any videos that could best this speed, also sugarred this with XCOM soundtrack. here is the list of mods and links to them that i used in this fella: http://forum.kerbalspaceprogram.com/threads/85209-0-25-BDArmory-v0-7-1-1-Dev-Thread-Dec-9 http://forum.kerbalspaceprogram.com/threads/37707-0-90-Magic-Smoke-Industries-Infernal-Robotics-0-19-3 and all its other parts too from here http://forum.kerbalspaceprogram.com/threads/65365-WIP-MSI-s-Infernal-Robotics-Model-Rework-%28Updated-27-08-2014%29. http://forum.kerbalspaceprogram.com/threads/46365-0-90-Hullcam-VDS-0-90-update-Updated-16-Dec http://www.curse.com/ksp-mods/kerbal/223900-kerbal-attachment-system-kas https://kerbalstuff.com/mod/270/Hangar https://kerbalstuff.com/mod/338 http://forum.kerbalspaceprogram.com/threads/89401-0-90-Karbonite-Mineable-Burnable-and-Community-Driven-0-5-2-2015-01-27 http://forum.kerbalspaceprogram.com/threads/59545-0-90-Extraplanetary-Launchpads-v5-1-2 i will post this on curse soon
yea i think i broke my old speed record with 6 legged walkers 16 m/s with this 2 legged "geth" looking mech its top speeds are 17-20 M/s so its about 72 kilometers per hour, but it suffers Great Heat Problems when in OverDrive Run Mode that i will show you in this video. 3 versions of this mech is shown in this video, one with Shoulder Mounted Bazooka, one with 4x Hidden Vulcans on its arms also little demonstration with weapons and lasty the exploration version with jn,connector ports on its arms, its able to get back up when it falls. These are Sequencer legs that it uses and also tried to compensate stability with arm movement when running, mostly it works and sometimes it fails miserably. i will keep experimenting more and more until i will get to the point that i can make the best robot/mech/walker ever gimme some thoughts to the comment section below, leave a likes, share to your friends on facebook, google+ or in twitter to help our channel. or suscribe if you want to see more ^^ also sugarred this video with Payday soundtracks
Its done finally..... REX LIVES!!! should i try to upgrade REX into Sahelanthropus??
alright here is my latest Advanced Mech sience mech suits, its basicly a mech version of Kerbal astronaut space suits, it can walk easily, it has arms to crab things, it has jetpack and it also has an soil analyser. Advanced mech but basic usage, its just a bigger mechaniced Kerbal :D Leg movement settings are optimal at 5-10-15 for basic mech users and speed levels 20-25-30 are for more advanced mech users if they can control it at that speed. Speed from 3m/s to 12/ms don't mess with the controls seriously :D Mods that i used in this mech are Infernal Robotics newest version. Hyper edit thats broken. Tweakscale-Dev version. also waiting for mods to get re-adjusted for 1.0
my first Tranformer mech "my own blueprint" and the name "ATTAM" comes from = Artillery Tank Turret Advanced Mech, i know im a crappy name maker xD but still very cool and awesome design and good practice on maeby making some of those transformers from the series and movies. soundtrack is from Transformers Prime series
curse download link http://kerbal.curseforge.com/projects/ksp-mechwarrior-walker-67-madcat-remake well now that those chicken leg "Reverse knee legs" are working somehow its time to remake some of my older design closer to perfection of the "Real one" MadCat/TimberWolf This model is armed with 2x 50cal machine guns on both sides of its waist, 30mm Vulcans on both of its arms, 6x Hellfire Missile pods on both of its shoulder mounted missile boxes. also contains Jumpjets, Chaffs, Flares, and Radar disruptors Safe Walking speed is about 2-4 meters per second, 5-8 meter speed is kinda unstable at the moment, can recover from falling down to get back up. enjoy
ok so here is a tutorial video of how to make a basic Mech walker with same Leg-Technology that im using, after that im showing you guys a little more complex mech that nearly looks like ED-209 with the basic type of legs but still a little different and also Rotating upper body, always remember that different parts of the body of the mech needs to be added with Sas Torgue wheels to counter their unstability that they will bring 2-4 small wheels usually counters this but they will drain your electricity fast if you don't have atleast 8 generators in your mech. sorry if my talking is bit off but i think i covered most of nessessary things in this video but ask if you need any advices or more tutorial videos. i think i will make another tutorial video of 4x rotor legs and 2x rotor manual legs also.
yet another Warhammer product rises from the production lines everthing else is working great but the arms since i still have problems somewhat to make good arms that could do melee attacks with chainsword and stuff
Welcome to my second Tutorial video of Infernal Robotics this Tutorial will be 3 part that will conclude these, Weapon fire emotion, How to build working 4 axel Sequencer high speed legs for all terrain movement and how to set its Sequences with 4 different walking modes and demonstration of all of these. remember to have atleast all infernal robotics addon parts installed and Bahamutos armory weapon mod. im not talking in these 3 videos since i'v been having major headaches lately and im trying to quit smoking so i been couching much lately also, so writing will have to do for now and i think i made these instructions in these videos quite perfectly so just watch these 3 videos and that should cover it :)
this one is Weapons, radome arm and little model tweaking update, also this video shows you a problem with walking when i added weapons onto it, still gotta update it some more till i get it walking fine again, but now atleast it looks perfect that im satisfied on its looks, more to come soon here is Craft file link to download him http://kerbal.curseforge.com/shareables/228457-metal-gear-rex-mech but you need to wait until Curse aproves it, but soon. there is also the list of mods that i used in the same page enjoy it since you asked for it :D
first of all merry Xmas to all my fans, suscribers and viewers :) i think it has been a great year for my channel and progress with my mechs and i hope to advance them even more next year :) but anyway to business.... introducing the Vulcan-bot 2 legged walker armed with big ass minigun that can shred its opponents in seconds and its very deadly even in walking motion, but extremely deadly when in stationary position so it can safely use its body rotation to gain 270 decree Barrage view ;) i wouldn't want to be in front of him when he is firing his vulcan ;D btw got the idea of Vulcan Raven boss from MGS1