Mindl3ss Modding Presents

Mindl3ss

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#1
Ladies and Gentlemen, Mindl3ss Modding Presents The first in what I hope to be a Long series of Contests, Events, Give aways, and Challenges to the Modding Community and the Community at large. This first Challenge Is to build a Transforming Tech to showcase the both @WhitePaw2002 's Control Blocks and Water Mods, and the Works of the Amazing engineers in the Modding Community.

One of the more recent Challenges in the Modding community has been to produce Working Walker Techs. well, We have succeeded. And to honor the work of the Modders and Builders who have Accomplished this Feat, I have pushed the community one step further with the reward of a personalized custom block Made by Yours truely.

So The Techs im looking for have few but very taxing requirements. This stuff is expert level, im not joking. Many have tried and failed. To quote @Legionite "Technically, this IS Rocket Science."
So the First rule is the Submission MUST have 3 distinct Modes. it may have more and consideration will be taken for more complex Successful Designs. But Shoot for 3. this is hard enough on it's own.
Second Rule. At least one mode MUST be a dedicated water based mode. this could be surface or submersable or even a skimmer, but if it performs the same on flat ground as it does on water it does not count as a Water dedicated mode.
Third rule. At least one Mode MUST be a working walker. Due to a bug with the Traction Pads breaking from ground friction, I will be doing testing in Creative Invincible mode. So dont worry about feet breaking. We're working on fixing it. in the meantime, they work just fine in invincible, and function is the goal here not combat.
This walker mode may be any kind of walker, from bipedal to Multipede. even a monoleg 'hopper' would qualify. just has to walk.

Thats it. @Legionite and @Scallywag Mag are already contributing Awesome Builds. So Lets see what Everyone can do.
 

Mindl3ss

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#2
And for the First Entry, Showing off the new Re-skinning Mod and the Darker Futures Texture Scheme, Bantam Black.
First In Patrol Boat Mode (Falling instead of floating due to a graphical bug in the Water Mod. has since been fixed.)
20190209014835_1.jpg
And next in Gunship Helo Mode
20190209014851_1.jpg
And Finally, In Scout Walker Mode
20190209015027_1.jpg
It uses Standard AeroPlane Controls in all modes. no control swapping. that said, it does perform very differently in each mode, so obviously variations of controls must be used. I shall explain.
First, Articulation controls.
1 and 2 Control the forward and backward rotation of the walking cycle. Unlike most other Walkers, this does not use a 'Stepping' control scheme. it simply has a on off switch for forward and for reverse. Very simple. it must be noted that if you trigger the walking sequence with the legs retracted, it's a horrorshow. you've been warned.
3 and 4 raise and lower the legs. legs should be raised in both Boat and Helo modes.
5 and 6 Raise and Lower the Wings. Boat mode is all the way down, Helo mode is all the way up to rise, and just a tap down from that to fall slowly. In walker mode keep the wings at a 45 degree slant, but you can raise and lower them to alter aiming angles, and performing arial maneuvers like gliding, hovering, even full on flight.
N and M raise and lower the Jump Jets. Helo and and PT Boat modes generally use the 'Tail Fin' position for lift and thrust, but in walker mode, the Engines fold down into Jump Jet position. This axis also controls the inclination of two Dual Battleship Cannons and and in any mode can be adjusted for optimum Trajectory and Ultra Long range. It's possible (though insanely difficult) To radar snipe with these cannons. Though it's best to be standing, drifting, or hovering to aim and fire them, as they do have thrust engines on them and altering the trajectory will alter you thrust vector while at speed. also recoil is not your friend while moving.
Comma extends and retract the nose. this is only extended in Helo Mode. mostly for weight distribution and thrust positioning changes between helo and boat modes. Should be retracted in Walker mode to put Jump Jet stabalising Boosters in the right place. Also needs to be in the right place in other modes or these reversed thrusters and boosters in the nose will make it perform a little worse. Yes Positioning is everything. because physics.
L Extends the the wings foreward for boat mode. This is mostly to get proper ride height. Make sure it's retracted for Helo and Walker modes or the ballence will be off.
Arrow Up and Arrow down lower and raise the foreward section. this forms the fuselage and deck of the Helo and Boat, and the Chest of the Walker. you can do some cool things in helo mode with it lowered. too. Fast rises out of combat, or emergency braking for dropping into combat.
Arrow Left and Arrow Right turn the torso. this can be used in all modes, but with some consideration. it's basically useless in Helo Mode. In Boat Mode, you have to raise the wings to use it. this actually works well when you are drifting and want to use you Cannons. By extending the wings as Outriggers and turning the Legs as a counterballence, you can greatly increase stability. it also allows you to rotate the cannons sideways rather than repositioning you whole craft. In Walker mode, this is your torso swivel. use it all the time to get proper firing angles.
Pg Up and Pg Down are your Lift throttle controls, and should be Maxed while in Helo mode. use 5 and 6 to adjust lift. Should be off in Boat mode, as the rotors will tie into directional controls for turning. it can be adjusted freely in Walker mode to accomplish all kinds of Arial maneuvers.
W and S are Pitch Up and Down. used in various way in all modes. In PT Boat mode, pitch down and Boost to dive. You cant stay down, though. too buoyant . use to stabalise walker when needed.
A and D to turn in all 3 modes. just make sure your lift throttle is off in boat mode.
Q and E pitch. not really used that much. you can use it to lean in and give the Rail guns a better angle an any mode. But it's a stable flight platform, a catamaran, and a gyro stabalised walker. it doesnt really use pitch.
Shift is Thrust and Control is Boost.
one note when you activate the walk sequence with 1, you will treadmill or move foreward slowly. this is effectively 'idle' or stopped, but still running. you need to use thrust to 'run'. this walker doesnt really have a 'slow' setting. just stop and go. you can tap thrust at various speeds to sort of throttle. also your jump jets and chest jets should be down while running. you can get some play in the jump jets, but if they are too far up, you will face plant.

That's it.
This thing is so much fun.
 

Mindl3ss

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#3
oh right... thats not it. Specs.

Bantam, and it's Darker Futures repaint Bantam Black Are Single Pilot, Light Attack Mechs. They are fast and agile in all their Modes, and Heavily armed for craft of their size. Initial designs were sheilded, but to save on weight, size, and cost constrainst, all Power blocks were cut out of the final design. Rather than Sheild or Armor, Bantam uses it's excelent mobility to evade direct fire. and it's versitility means that even removing a leg does not render it ineffective as a Gunship. it's capible of great bursts of directional speed using it's jump jets, and can easily dodge cannonfire and evade laser arcs. it can even outrun locked on Missiles, which is good, because a solid missile strike is often enough to cripple the craft.
It boast a very heavy armament of 4 weapons systems. Eight Needle Lasers form a solid close range attack and their oddly scewed firing arcs provides excelent point defense when not focused on a single target. It's main weaopns are two pairs of Rail guns in the wingtips mounted on target fire gimbals for a large range of fire. On the sides of the torso are 2 racks of 5 medium missile launchers. the last weapon system is the quad battleship cannons mounted on the tail assembally that can be manually aimed for extream range. capible of radar sniping.

Expect to see Bantams and Bantam Blacks Joining the Dominion's Planetary Ground and Sea forces soon.
 

Soviet_Samuelson

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#8
wh
And for the First Entry, Showing off the new Re-skinning Mod and the Darker Futures Texture Scheme, Bantam Black.
First In Patrol Boat Mode (Falling instead of floating due to a graphical bug in the Water Mod. has since been fixed.)
View attachment 26018
And next in Gunship Helo Mode
View attachment 26019
And Finally, In Scout Walker Mode
View attachment 26020
It uses Standard AeroPlane Controls in all modes. no control swapping. that said, it does perform very differently in each mode, so obviously variations of controls must be used. I shall explain.
First, Articulation controls.
1 and 2 Control the forward and backward rotation of the walking cycle. Unlike most other Walkers, this does not use a 'Stepping' control scheme. it simply has a on off switch for forward and for reverse. Very simple. it must be noted that if you trigger the walking sequence with the legs retracted, it's a horrorshow. you've been warned.
3 and 4 raise and lower the legs. legs should be raised in both Boat and Helo modes.
5 and 6 Raise and Lower the Wings. Boat mode is all the way down, Helo mode is all the way up to rise, and just a tap down from that to fall slowly. In walker mode keep the wings at a 45 degree slant, but you can raise and lower them to alter aiming angles, and performing arial maneuvers like gliding, hovering, even full on flight.
N and M raise and lower the Jump Jets. Helo and and PT Boat modes generally use the 'Tail Fin' position for lift and thrust, but in walker mode, the Engines fold down into Jump Jet position. This axis also controls the inclination of two Dual Battleship Cannons and and in any mode can be adjusted for optimum Trajectory and Ultra Long range. It's possible (though insanely difficult) To radar snipe with these cannons. Though it's best to be standing, drifting, or hovering to aim and fire them, as they do have thrust engines on them and altering the trajectory will alter you thrust vector while at speed. also recoil is not your friend while moving.
Comma extends and retract the nose. this is only extended in Helo Mode. mostly for weight distribution and thrust positioning changes between helo and boat modes. Should be retracted in Walker mode to put Jump Jet stabalising Boosters in the right place. Also needs to be in the right place in other modes or these reversed thrusters and boosters in the nose will make it perform a little worse. Yes Positioning is everything. because physics.
L Extends the the wings foreward for boat mode. This is mostly to get proper ride height. Make sure it's retracted for Helo and Walker modes or the ballence will be off.
Arrow Up and Arrow down lower and raise the foreward section. this forms the fuselage and deck of the Helo and Boat, and the Chest of the Walker. you can do some cool things in helo mode with it lowered. too. Fast rises out of combat, or emergency braking for dropping into combat.
Arrow Left and Arrow Right turn the torso. this can be used in all modes, but with some consideration. it's basically useless in Helo Mode. In Boat Mode, you have to raise the wings to use it. this actually works well when you are drifting and want to use you Cannons. By extending the wings as Outriggers and turning the Legs as a counterballence, you can greatly increase stability. it also allows you to rotate the cannons sideways rather than repositioning you whole craft. In Walker mode, this is your torso swivel. use it all the time to get proper firing angles.
Pg Up and Pg Down are your Lift throttle controls, and should be Maxed while in Helo mode. use 5 and 6 to adjust lift. Should be off in Boat mode, as the rotors will tie into directional controls for turning. it can be adjusted freely in Walker mode to accomplish all kinds of Arial maneuvers.
W and S are Pitch Up and Down. used in various way in all modes. In PT Boat mode, pitch down and Boost to dive. You cant stay down, though. too buoyant . use to stabalise walker when needed.
A and D to turn in all 3 modes. just make sure your lift throttle is off in boat mode.
Q and E pitch. not really used that much. you can use it to lean in and give the Rail guns a better angle an any mode. But it's a stable flight platform, a catamaran, and a gyro stabalised walker. it doesnt really use pitch.
Shift is Thrust and Control is Boost.
one note when you activate the walk sequence with 1, you will treadmill or move foreward slowly. this is effectively 'idle' or stopped, but still running. you need to use thrust to 'run'. this walker doesnt really have a 'slow' setting. just stop and go. you can tap thrust at various speeds to sort of throttle. also your jump jets and chest jets should be down while running. you can get some play in the jump jets, but if they are too far up, you will face plant.

That's it.
This thing is so much fun.
ich one is the snapchot?
 

Mindl3ss

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#14
working on that.
I will be making walker legs with built in swivels. you will still need to program the walking sequence, but the leg struts will all be one block each, cutting down on rendering lag, not that that was a massive issue, but every bit helps.
Im also working on a dual swivel that will act like a ball joint. im not sure of the pheasability of that idea just yet.
 

Soviet_Samuelson

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#15
working on that.
I will be making walker legs with built in swivels. you will still need to program the walking sequence, but the leg struts will all be one block each, cutting down on rendering lag, not that that was a massive issue, but every bit helps.
Im also working on a dual swivel that will act like a ball joint. im not sure of the pheasability of that idea just yet.
what blocks that act as the joints? i want to make custom L E G G
 

Mindl3ss

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#17
not quite. That's gonna be a Payload thing for Legion. But for now i can keep making better leg assembalies. share my finding with the community. also, the current state of Leg tech is better than Robocraft's those legs are just wheels with a different animation. our current legs can perform all kinds of articulation, rather than a fixed set of movements. It allows for much better control at the expense of a more complicated control scheme. currently i prefer the more complicated, more capible legs.