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[1.10.x] SDHI Strobe-O-Matic Warning Rotator Lights (V1.0.1 / 29 August 2018)


sumghai
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  • 1 month later...
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Oh... yes. 

KSP 1.11 + BG

When I assemble the ship, the green strobe is spinning continuously but without light, and the rest is not. None of them respond, in the VAB, to the orders to turn off and on the lights.

Then, already in the launcher, none responds or turns on, except the green one that continues to rotate but without light.

As a commentary, the MK1 and MK2 lights also seem affected, I don't know if it's related or what.

How else can I help?

 

In the VAB

screenshot0.png

Pre Launch -Light Off ( grrrr MK1/MK2 )

screenshot1.png

Pre Launch - Light On

screenshot2.pngscreenshot3.png

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x] Science! Continued (xScienceContinued 5.26)
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  • 6 months later...
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I have some observations from some testing and fiddling. Maybe something I found will be of use to someone. Here goes:

This is 1.12.3. The green light is an outlier in that its animation works, although it never turns off. None of the other animations work. None of the lights produce any light in the VAB or in flight.

I know next to nothing about modding but I looked at the cfgs and noticed that the lightName param has two values. I have the luxury of having hundreds of other mods installed across multiple installs, so I grepped to see if any other parts did this too, and none do. So I edited one of the lights to have just one value for lightName, and using either PointLight or Spotlight changed the VAB behavior, though it's still not as designed I'm sure. Using only PointLight gets you a small internal light turning on/off, and using only Spotlight gets you a light that does rotate and does illuminate the environment, but I don't think it's quite right ... not sure what's it's supposed to look like. When I did get light to appear with using only Spotlight, it was white.

Anyway, so it seems there's a difference between the green model and the others, and there's something up when declaring multiple transforms for lightName that causes no light to appear at all.

Very nice models btw!

 

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  • 6 months later...
  • 5 months later...
6 hours ago, Rakete said:

Since KSP has received it's last update, a repaired version of this mod would be great. @sumghai

As much as I'd like that, the final update fundamentally changed how emissives and animations works, which basically broke the core functionality of this mod.

It's the exact same problem that's plaguing the docking lights and docking hatch window emissives from the SDHI Service Module System mod.

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1 hour ago, sumghai said:

As much as I'd like that, the final update fundamentally changed how emissives and animations works, which basically broke the core functionality of this mod.

So there will be no fixed version for 1.12.x ? That's sad, but fully understandable... I guess it would be too much  work, to fully reconstruct the mechanism. Thanks anyway for that great mod in the past.

Edited by Rakete
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On 12/26/2021 at 1:32 PM, OrbitalManeuvers said:

This is 1.12.3. The green light is an outlier in that its animation works, although it never turns off. None of the other animations work. None of the lights produce any light in the VAB or in flight.

 So I edited one of the lights to have just one value for lightName, and using either PointLight or Spotlight changed the VAB behavior, though it's still not as designed I'm sure. Using only PointLight gets you a small internal light turning on/off, and using only Spotlight gets you a light that does rotate and does illuminate the environment, but I don't think it's quite right ... not sure what's it's supposed to look like. When I did get light to appear with using only Spotlight, it was white.

Anyway, so it seems there's a difference between the green model and the others, and there's something up when declaring multiple transforms for lightName that causes no light to appear at all.

I've poked this mod, too.
So, I'm guessing with the green light, Sumghai probably checked the "Play Automatically" box in Unity, for that one... at least the always-on rotation (animation), seems to bear that out.

I found the same with defining multiple light names in the cfg key. I found out, you can fix that, simply by naming *both* light game objects, the *same* name, *in the model, before export*. ;) Works just like naming seperate animation tracks, the *same* name, to get them *all* to play as a single animation ;)

I'm close to having these fixed, except for one small, but major problem: They work like they are supposed to, *except*, they only rotate once, then turn off.
The problem is, i cant seem to get the animation to keep looping while activated. :(

Edited by Stone Blue
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16 hours ago, Stone Blue said:

I've poked this mod, too.
So, I'm guessing with the green light, Sumghai probably checked the "Play Automatically" box in Unity, for that one... at least the always-on rotation (animation), seems to bear that out.

I found the same with defining multiple light names in the cfg key. I found out, you can fix that, simply by naming *both* light game objects, the *same* name, *in the model, before export*. ;) Works just like naming seperate animation tracks, the *same* name, to get them *all* to play as a single animation ;)

I'm close to having these fixed, except for one small, but major problem: They work like they are supposed to, *except*, they only rotate once, then turn off.
The problem is, i cant seem to get the animation to keep looping while activated. :(

Yeah, this was essentially the problem I had - they rotate once, then stop.

And getting multiple light objects with the same name to play nice is also an issue that has plagued the SDHI SMS mod as well - I've struggled to get the docking port lights and emissives working properly again.

In any case, if you do manage to figure this out, drop me a PM, and I'll fold your fixes into an official release.

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