![]() ![]() At any rate this would require som kind of inverse kinematics to figure out how each part would move and such. this is a big ask i know, but i think many people would find it very usefull. Every Time Keyframe represents a timestamp in the Replay itself. 4.2.3 Generation in the ERCOT Interconnection with the following characteristics: 1 Turbine/governor and load control or active power/frequency control. The big arrows would be up, down, left, right and the small ones would be roll clockwise and counter clockwise and two more for forward backward. Time Keyframes can be used to precisely control time travelling during a Camera Path. ![]() You would control for the point if view of the end effector. The mod i am imagining would have a UI something like this: turn on the mod: Numpad 0 Raise the ladder up: Numpad 8 Lower the ladder. Traffic-Aware Cruise Control: Matches the speed of your car to that of the surrounding traffic Autosteer: Assists in steering within a clearly marked lane, and. For Minecraft 1.18 and 1.19 go to this page. Check the wiki For Minecraft 1.20 go to this page. It's not exactly what i had in mind but i think i have to accept that my dreams are crushed. This mod allow you to control the ladder of any compatible ladder truck. The syntax for spawner.json is TOTALLY different from the syntax for potentialspawn.json. ![]() AFAIK there's no reason why it shouldn't work on current KSP, but I haven't actually run it myself since KSP 1.8 or thereabouts, so I don't actually know that for sure. but it's not inverse kinematics at all, so I'm not sure whether it's what you're looking for or not.Ĭaveat: it's not under active develoemt and at this point it's unlikely I'll be going back to add stuff to it, fix bugs, etc. Well, for one thing, there's a little mod that I wrote which somewhat simplifies robotic arm control. (We've taken the liberty of moving your post to the right place for this sort of question.) ![]()
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