From The Depths

From The Depths

Tutorial Mech
12 Comments
Baselin Nov 13, 2023 @ 12:25pm 
Cool!
McTec Ind.  [author] Sep 5, 2023 @ 5:17pm 
But most of my SE builds are severely outdated by this point.
McTec Ind.  [author] Sep 5, 2023 @ 5:16pm 
Space Engineers. I used to make a few things back then.^^
Celestite Sep 5, 2023 @ 3:55pm 
actually i saw you and i are friends with malacanth... i wonder how you found him
McTec Ind.  [author] Sep 4, 2023 @ 7:29am 
I took a look at Inkiboys's Sentinel Mech: https://steamcommunity.com/sharedfiles/filedetails/?id=2628181450 and reverse engineered a thing here and there. After having a look around I noticed that he just used a sin function to get the smooth leg movement. The other controls are just simple if then else controls in regards to enemy bearing. Something similar can be observed in a multitude of 'Khertland' artillery builds. Fairly simple as a setup for artillery units, seeing that you can keep them targeted at the enemy whilst also implementing a simple retreat/reverse routine, that still keeps you unit facing the enemy to keep on shooting (as opposed to the vanilla AI setting that ends up getting your artillery/units shot in the back because they are to busy retreating, whilst they could effectively do that and still shoot at the enemy).

So in short. Yeah you can just use the board. Best to have a look what I did. It is not that complicated.^^
Celestite Sep 4, 2023 @ 4:33am 
can i just use the breadboard? actually how did you design it to begin with?
Helios Aug 23, 2023 @ 5:31am 
This is exactly what I'm looking for!
I'm also interested in shortening the legs, namely by removing the uppermost section, so the second section's joint connects directly to the lower torso. Then moving said joint rearwards by two blocks. Still trying to make it walk without falling though.
McTec Ind.  [author] Aug 22, 2023 @ 7:48pm 
Depending on the type of bipedal mech, you might as well remove one of the joints. This one would also work with 3 instead of 4 spinblocks per leg. Also the length of all the leg parts can be adjusted as long as you get a certain ratio and your feet manage to push the mech forward. The trick is to fall foward with style. It takes a bit of tinkering.
Doktor Barron Aug 22, 2023 @ 2:58pm 
any tips on making the legs smaller?
The Offensive Lemon Aug 21, 2023 @ 12:09pm 
Oh, interesting. I always thought the light blocks were to lower the center of mass.
Samson Aug 21, 2023 @ 11:00am 
big thanks :steamthumbsup::dread_seagull:
McTec Ind.  [author] Aug 21, 2023 @ 9:10am 
As for why I use the light blocks. First of all, they have no collision with other grids. Second, the torso is the main body of the unit and being a land unit, this means if you put it into play on a battlefield, the game will place this unit SLIGHTLY above ground... meaning that in some cases, subgrids like for example... YOUR LEGS, will be stuck in the ground. Thus I use the light blocks to extend the main grid's/vehicle's lower body to go almost down to the feet. Once you are finished messing about, you can just hide the blocks like you usually do with mimics/custom meshes.