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Thread: Wired Servo 2

  1. #41
    Wire Amateur Exitlights's Avatar
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    Default Re: Wired Servo 2

    More work today. The thing is really humming along and looking/working a LOT better. I untangled some of the spaghetti code, though there's more of this to clean up. I also made it so that if you give it another value that's in the direction the servo is already turning, it won't hiccup, but keep smoothly moving. I've also put in a tolerance of 10 degrees moving in the wrong direction before it triggers the "I've gotten to the angle". This will happen if there's not enough strength in your servo to turn itself the right direction.

    I'll throw together a clock with minutes/hours/seconds and post it up later. I've also had no problems with welding things to the servo so far, so that must just be an issue with my first servo. I'll take a look at that, too, if people are really looking for it (again, I personally think it's a bad solution since it operates outside of the physics engine). I'm looking at a re-release once I get code added in that can handle the rx/ry/rz stuff that wheel models use.

  2. #42
    Wire Amateur Exitlights's Avatar
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    Default Re: Wired Servo 2

    Well, it's been about a week of no work now due to my moving from one house to another, but I'm going to get some free time here soon to finish this up (just about settled in the new house). I'll also put up a video of a working clock very soon to prove that I'm good for it.

  3. #43
    Wire Amateur Exitlights's Avatar
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    Default Re: Wired Servo 2

    Video of the clock I threw together. Few more kinks to work out (none of which are demonstrated in this video).



    edit: gotta give it a little bit of time to convert

  4. #44
    Spucatum Tauri Bull's Avatar
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    Default Re: Wired Servo 2

    Cool, it's actually coming together nicely!
    Well done for now, I didn't see any prop spazzing around your ears
    My signature has a point.
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  5. #45
    Wire Amateur Exitlights's Avatar
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    Default Re: Wired Servo 2

    Got some seriously good work in today... cleaned up the issues with specific types of wheels having issues (if their wheel_rx, etc. crap was different than what I designed it for, the servo wouldn't work). I also cleaned up a stupid bit of code that would not tell the servo how to do its job right when spawned with certain orientations. At this stage, I can't find any bugs with it at all, but I've been made a fool of before. I'm going to clean up some of the code, put together an ambitious doohicky, take a video, and then do a re-release.

  6. #46
    Wire Sofaking moggie100's Avatar
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    Default Re: Wired Servo 2

    Lookin' good!

  7. #47
    Wirererer Pangamini's Avatar
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    Default Re: Wired Servo 2

    Well, how does this perform when moving for example robotic arm?

  8. #48
    Wire Amateur Exitlights's Avatar
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    Default Re: Wired Servo 2

    Quote Originally Posted by Pangamini View Post
    Well, how does this perform when moving for example robotic arm?
    Quite well, I built a mock-up robotic arm earlier to test how that works, and it was able to swing around a whole chain of servos attached to boards. I may add a mode that smart welds a whole chain of servos attached to each other for stability, since making a robotic arm involves a lot of welds and therefore a lot of wobble. But that'll likely be down the road, since it works basically how I set out for it to when I started this some time ago.

    Ran into a big bug today when I was building a robotic claw: when you attach the servo to objects at orientations that aren't multiples of 90 degrees, it can't calculate its own angle correctly. So, it's completely functional if you use it with that in mind, but I don't want to release another buggy thing. I've got a few ideas about how to fix it, but it'll take a couple days before I can get to it again. It's unfortunate, because I was looking to have it re-released today. Once I can pound this out, I'll release it.

  9. #49
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    Default Re: Wired Servo 2

    Worked out that stupid bug. I think it was a problem with doing cross products between vectors of different magnitudes. Threw a couple Normalize()'s in there and it cleared things right up. So, I'm going to do a little bit more testing and throw in a feature that gives a value output when it's acquired the angle (so it can be stabilized with extra weld-latch capabilities... maybe I'll create a smartweld-latch as my next trick). Then I'll make a video and release it.

    Except for the clock, this has been a whole lot of vaporware, but it's looking very cool from my end. Robotic arms and other parts won't be very difficult to make with this, at all.

  10. #50
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    Default Re: Wired Servo 2

    I'm really freakin' bad at building things (I don't play Garry's Mod, I just code for it ), but here's a very rough demonstration of what this thing can do. Note that the end part of the arm is being controlled by an advanced input (so it's a little un-smooth), but the rest of it is being controlled by single value triggered inputs. I've also added a wire latch for each part of the arm for stability purposes (it's why I added a B: Welded output for each servo, so you can add weld latch(es) for stability if need be. As always, give it time to convert:



    To any mods: would it be OK if once I finalized this thing--which ought to be tomorrow-- I posted a new thread with it? I may dump the actual addon file in here once I'm ready, and then post the new thread/crosspost into Facepunch.

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