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ModuleAnimateThrottle Questions


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As usual, I've managed to work myself into an awkward corner by  creating something weird, in this case a twin engined...  engine.

DsY37XL.png

The upper nozzle is a rapier style open/closed cycle, and the lower is a SCRAMjet. The upper nozzle is treated as a multi-mode engine as per normal, and the lower is a completely separate engineFX such that the part has two "activate engine" buttons (SCRAM and Bi-modal), and one "switch mode" (for the bi-modal). Through some miracle I actually got away with that engine config, but I ran into a bit of a problem with my emissive animations. I separated the SCRAM nozzle from the rest of the skin so I could animate it separately, but the trouble is there doesn't seem to be a way to instruct the ModuleAnimateThrottle in which engineFX it should be paying attention to.

MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = SCRAMAnim
		dependOnEngineState = True
		dependOnThrottle = True
		preferMultiMode = False
		layer = 2
	}
	
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = MK2ThrusterGeneralAnim
		dependOnEngineState = True
		dependOnThrottle = True
		preferMultiMode = True 
		layer = 1
	}

So, while the GeneralAnim (for the upper nozzle) works perfectly, the animation for the SCRAM simply also parents itself to the multi-mode engine. I tried layering the SCRAMjet and its animations ahead of the bi-modal (specifically ahead of Module MultiModeEngine) to trick KSP into executing in that order, but that broke the whole engine stack. Is there anything I can pull to make this happen, or is that not something I can crowbar out of KSP? It's not explicitly necessary that the SCRAM nozzle animates as it's pretty subtle, but I'd like it to if I can get away with it.

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10 hours ago, Balto-the-Wolf-Dog said:

As usual, I've managed to work myself into an awkward corner by  creating something weird, in this case a twin engined...  engine.

there doesn't seem to be a way to instruct the ModuleAnimateThrottle in which engineFX it should be paying attention to.

 


MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = SCRAMAnim
		dependOnEngineState = True
		dependOnThrottle = True
		preferMultiMode = False
		layer = 2
	}
	
	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = MK2ThrusterGeneralAnim
		dependOnEngineState = True
		dependOnThrottle = True
		preferMultiMode = True 
		layer = 1
	}

 

what you need is

	MODULE
	{
		name = ModuleEnginesFX
		engineID = Dry ///<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<engine name
		thrustVectorTransformName = thrustTransform



	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = TurboJetNozzleDry
		responseSpeed = 0.05
		layer = 1 /// Stops animations getting confused and other unpleasentness 
		dependOnEngineState = True
		dependOnThrottle = True
		engineName = Dry////<<<<<<<<<<<<<<<<<<<<<<<<<<<<<ebine name
		weightOnOperational = True
	}

 

Edited by SpannerMonkey(smce)
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14 hours ago, SpannerMonkey(smce) said:

what you need is


	MODULE
	{
		name = ModuleEnginesFX
		engineID = Dry ///<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<<engine name
		thrustVectorTransformName = thrustTransform



	MODULE
	{
		name = FXModuleAnimateThrottle
		animationName = TurboJetNozzleDry
		responseSpeed = 0.05
		layer = 1 /// Stops animations getting confused and other unpleasentness 
		dependOnEngineState = True
		dependOnThrottle = True
		engineName = Dry////<<<<<<<<<<<<<<<<<<<<<<<<<<<<<ebine name
		weightOnOperational = True
	}

 

That is exactly the kind of thing I was hoping was supported. Thanks mate.

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