Icecovery Posted July 15, 2020 Share Posted July 15, 2020 (edited) KSP Secondary Motion adds secondary physics motion to some stock antennas and solar panels, it also added some brand new parts to the game. This mod is still working in progress, the APIs are subject to change. Review by @Kottabos Stock Modification Stock Solar Pannel Stock Antenna Check high frame rate high-resolution mp4 version here New Parts Features: Wobbling antennas and solar panels Real-world used ground antennas CREW Duke Anti-IED system (BDArmory support, works as a jammer) TweakScale support A plunger Wacky Waving Inflatable Arm Flailing Tubemen Pickle Rick! How to Use: Generally, there is no need for the user to adjust settings, but if you don’t like the wiggliness of a certain part, you can adjust the Damper Ratio and the Spring Ratio in the right-click menu of that part. The current version of the mod also has a Failsafe Activate Range slide bar in the right-click menu, if you find that the part behaves abnormally during the flight (such as flashing), you can increase the value to reduce or eliminate the effect. I am currently trying to fix this behavior, it is related to KSP's Floating Origin and Krakensbane, this option will not in the v1.0 release if the problem is addressed. Help and suggestions for fixing this problem are welcome. Part List: Stock: Gigantor XL Solar Array Communotron 16 (I am having difficulties with adding secondary motion to other stock antennas, solar panels, and radiators. That may change before the 1.0 version.) New: APX-50 HF Mobile Whip Antenna (4 sections, 5m) APX-50 HF Mobile Whip Antenna (2 sections, 2.6m) APX-50 HF Mobile Whip Antenna (4 sections, 5m, Tied Down) AN/VLQ-12 CREW Duke AN/VLQ-12 CREW Duke Front Antenna CREW Duke Right Angle Adapter CREW Duke Structural Beam (1.6m, 1.25m, 0.63m, 0.37m) UHF727VM Multi-Band LTE Antenna VHF3088T Tunable Low Profile VHF Antenna VHF100512SLP VHF/UHF Low Profile Broadband Antenna Wacky Waving Inflatable Arm Flailing Tubemen The Plunger Antenna Any suggestions and ideas about new parts are welcome. Todo List: This mod is still working in progress, check the todo list here Modding: If you are a mod creator and looking for adding secondary motion effects to your mod, the documentation is coming soon. It will be simple as adding two additional transforms to your part. The mod even allowed you to reconstruct the existing part hierarchy from a Module Manager script without re-exporting the part from unity (That's how I add the effect to stock parts). Note that the mod is still working in progress, the APIs are subject to change. Changelog: Spoiler ---------------------------------------- v0.1.1 - 2020/09/25 * For KSP 1.8.x - 1.10.x * Fixed improper theme name ---------------------------------------- v0.1.0 - 2020/07/15 * For KSP 1.8.x - 1.10.x * Initial release ---------------------------------------- Required Mod: Module Manager (Not included) Download: Spacedock Also available via CKAN License: KSP Secondary Motion was released under MIT License Source Code: Github Edited July 15, 2021 by Icecovery still works in 1.12.x Quote Link to comment Share on other sites More sharing options...
MMG Posted July 15, 2020 Share Posted July 15, 2020 Guuuuuuuuuuuuuuuuuuuud. Quote Link to comment Share on other sites More sharing options...
CarnationRED Posted July 15, 2020 Share Posted July 15, 2020 niiiiiiiice Quote Link to comment Share on other sites More sharing options...
sirkut Posted July 15, 2020 Share Posted July 15, 2020 I take a break and I come back to see this. Epic! Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted July 15, 2020 Share Posted July 15, 2020 I was completely on board with this! And then I saw the new antenna parts! Fantastic! Then I saw the tubeman and plunger parts. Good lord. This is fantasticER. Instant download. Quote Link to comment Share on other sites More sharing options...
CSA Posted July 15, 2020 Share Posted July 15, 2020 It looks fantastic. Quote Link to comment Share on other sites More sharing options...
Rocketology Posted July 15, 2020 Share Posted July 15, 2020 This is one of those quality of life things that you didn't know you need until you see it, and then it can't be unseen! Well done! Quote Link to comment Share on other sites More sharing options...
έķ νίĻĻάίή Posted July 15, 2020 Share Posted July 15, 2020 This is quite literally the most interesting mod I've seen in a while. I never knew I needed this! Quote Link to comment Share on other sites More sharing options...
theJesuit Posted July 15, 2020 Share Posted July 15, 2020 Who would have thunked how awesome this is. I really do like the physics thing - why has this not been done before? Great work thank you! Peace. Quote Link to comment Share on other sites More sharing options...
Severno Posted July 15, 2020 Share Posted July 15, 2020 The tube kerbal is so cute! I can imagine having one of those on a refueling station. Quote Link to comment Share on other sites More sharing options...
KraterKreator Posted July 17, 2020 Share Posted July 17, 2020 WT...?! This is awesome. What's the processing hit? Quote Link to comment Share on other sites More sharing options...
Chubby_Hamster Posted July 18, 2020 Share Posted July 18, 2020 ReStock support would be nice Quote Link to comment Share on other sites More sharing options...
Icecovery Posted July 18, 2020 Author Share Posted July 18, 2020 10 hours ago, Chubby_Hamster said: ReStock support would be nice Restock support is already in the todo list, currently waiting for its KSP 1.10 update Quote Link to comment Share on other sites More sharing options...
Jansn67 Posted July 23, 2020 Share Posted July 23, 2020 Very funny.. Quote Link to comment Share on other sites More sharing options...
Cochise Posted July 23, 2020 Share Posted July 23, 2020 Wacky Waving Inflatable Arm Flailing Tubemen. That is all. Quote Link to comment Share on other sites More sharing options...
WhirlyBird Posted July 26, 2020 Share Posted July 26, 2020 (edited) The motion of solar panels in a vacuum is a little surprising. Is there anything acting on the tips to create a retrograde moment? Quick fix would be to have the size of motion scale with the atmospheric density variable. Edit: just realised you could be going for transmission of vibrations from thrust assembly - if so my fix will stifle that too, perhaps even making it less realistic thanks to loss of atmospheric friction damping the movement on a craft travelling at a constant velocity. Maybe splitting animation parameters between jerk m/s3 (always on) and acceleration m/s2 (on +scaling in atmo)? Edited July 26, 2020 by WhirlyBird nuance Quote Link to comment Share on other sites More sharing options...
lextacy Posted August 1, 2020 Share Posted August 1, 2020 I think engine nozzle bells should flex. Could you code some of the engines to do that? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 2, 2020 Share Posted August 2, 2020 On 7/26/2020 at 9:51 AM, WhirlyBird said: The motion of solar panels in a vacuum is a little surprising. Is there anything acting on the tips to create a retrograde moment? Quick fix would be to have the size of motion scale with the atmospheric density variable. Edit: just realised you could be going for transmission of vibrations from thrust assembly - if so my fix will stifle that too, perhaps even making it less realistic thanks to loss of atmospheric friction damping the movement on a craft travelling at a constant velocity. Maybe splitting animation parameters between jerk m/s3 (always on) and acceleration m/s2 (on +scaling in atmo)? Inertia and constant acceleration, right? If the panels are extended out on relatively slim structures, there'll be some flex when applying thrust. Maybe not so much as is illustrated. Quote Link to comment Share on other sites More sharing options...
Icecovery Posted August 2, 2020 Author Share Posted August 2, 2020 On 7/26/2020 at 12:51 PM, WhirlyBird said: The motion of solar panels in a vacuum is a little surprising. Is there anything acting on the tips to create a retrograde moment? Quick fix would be to have the size of motion scale with the atmospheric density variable. Edit: just realised you could be going for transmission of vibrations from thrust assembly - if so my fix will stifle that too, perhaps even making it less realistic thanks to loss of atmospheric friction damping the movement on a craft travelling at a constant velocity. Maybe splitting animation parameters between jerk m/s3 (always on) and acceleration m/s2 (on +scaling in atmo)? There is no animation involved in the spring motions, they are purely physics-based simulations. The method of implementation I used is just a hack compared to if you will simulate it in real life, you can check the source code for details. You can adjust the spring parameters in the part menu(if you enable the advance tweakable option in the game settings) to get the effect you prefer On 8/1/2020 at 4:18 AM, lextacy said: I think engine nozzle bells should flex. Could you code some of the engines to do that? That will be pretty hard to implement on existing engines, that will require to turn the nozzle into a skinned mesh, bind bones and generate the skin weight table. But it is possible to make that happen on new engines that are specially modeled for adding this effect. Quote Link to comment Share on other sites More sharing options...
shaked Posted August 10, 2020 Share Posted August 10, 2020 i did not find the tubeman nor the antennas in this mod but i love it! Quote Link to comment Share on other sites More sharing options...
m4ti140 Posted August 20, 2020 Share Posted August 20, 2020 I wonder if this could be used to add aeroelasticity effects to wings (without having to separate them into tiny segments). Is the effect only visual, or does stuff like collider, nodes etc. move as well? Quote Link to comment Share on other sites More sharing options...
Beetlecat Posted August 20, 2020 Share Posted August 20, 2020 47 minutes ago, m4ti140 said: I wonder if this could be used to add aeroelasticity effects to wings (without having to separate them into tiny segments). Is the effect only visual, or does stuff like collider, nodes etc. move as well? It seems like that would for-sure work for the larger one-piece wings. Otherwise, like you said, wings flex on their own in many cases Quote Link to comment Share on other sites More sharing options...
Stone Blue Posted September 6, 2020 Share Posted September 6, 2020 @Icecovery getting some errs in the log from this mod speciifically Spoiler 200906T103628.545 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'Tan' in GameDB 200906T103628.546 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'Black' in GameDB 200906T103628.547 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'Olive' in GameDB 200906T103630.996 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'Kerbal' in GameDB 200906T103630.997 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'ickleRick' in GameDB and 200906T103729.194 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Module ModuleHierarchyReconstructor threw during OnLoad: System.InvalidOperationException: Sequence contains no matching element at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <fbb5ed17eb6e46c680000f8910ebb50c>:0 at KSPSecondaryMotion.ModuleHierarchyReconstructor.OnLoad (ConfigNode node) [0x001a4] in <416294fdcd3140efbb7e2db6f1e8e0b9>:0 at PartModule.Load (ConfigNode node) [0x001ab] in <c1858a3f77504bd1aaa946fdccf84670>:0 full log: https://drive.google.com/file/d/1hTTXxsH6mRiKItAE7v1c3F3JcFFBBVJu/view?usp=sharing Quote Link to comment Share on other sites More sharing options...
Icecovery Posted September 25, 2020 Author Share Posted September 25, 2020 On 9/6/2020 at 11:35 AM, Stone Blue said: @Icecovery getting some errs in the log from this mod speciifically Hide contents 200906T103628.545 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'Tan' in GameDB 200906T103628.546 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'Black' in GameDB 200906T103628.547 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'Olive' in GameDB 200906T103630.996 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'Kerbal' in GameDB 200906T103630.997 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Unable to find theme named:'ickleRick' in GameDB and 200906T103729.194 [ERROR] [ModuleManager.UnityLogHandle.InterceptLogHandler.LogFormat] Module ModuleHierarchyReconstructor threw during OnLoad: System.InvalidOperationException: Sequence contains no matching element at System.Linq.Enumerable.First[TSource] (System.Collections.Generic.IEnumerable`1[T] source, System.Func`2[T,TResult] predicate) [0x00011] in <fbb5ed17eb6e46c680000f8910ebb50c>:0 at KSPSecondaryMotion.ModuleHierarchyReconstructor.OnLoad (ConfigNode node) [0x001a4] in <416294fdcd3140efbb7e2db6f1e8e0b9>:0 at PartModule.Load (ConfigNode node) [0x001ab] in <c1858a3f77504bd1aaa946fdccf84670>:0 full log: https://drive.google.com/file/d/1hTTXxsH6mRiKItAE7v1c3F3JcFFBBVJu/view?usp=sharing Thank you for reporting these issues. Issues about theme names have been fixed in Version 0.1.1. Unfortunately, I was unable to recreate the second error showed in your log on my machine. It might cause by an unknow incompatibility with another mod who also changed the hierarchy of that exact part (Communotron 16). It would be great if you can find out which mod caused this incompatibility since currently don't have much time in developing this mod due to personal reason. A complete list of mod installed would also help. To temporally prevent this error from appearing: In KSPSecondaryMotion\Patches\StockAddon.cfg, disable or delete all the line after line 43 (that is, "@PART[longAntenna]:NEEDS[!ReStock] //Communotron 16" in currently version) This will also disable the secondary motion effect on the stock Communotron 16 antenna. Your KSPSecondaryMotion\Patches\StockAddon.cfg should look like this after disabling the config: Spoiler @PART[largeSolarPanel]:NEEDS[!ReStock] //Gigantor XL Solar Array { MODULE { name = ModuleHierarchyReconstructor RECONSTRUCT { name = KSPSM_Target reparent = False asChildOf = model asParentOf = _ whichIsAChildOf = __ISROOTTRANSFORM__ localPosition = -6.39, 0, 0 localRotationEuler = 0, 0, 90 localScale = 1, 1, 1 } RECONSTRUCT { name = KSPSM_Rotate reparent = True asChildOf = _ asParentOf = sunPivot whichIsAChildOf = model localPosition = -0.16, 0, 0 localRotationEuler = 0, -90, 90 localScale = 1, 1, 1 } } MODULE { name = ModuleSpringPhysics targetName = KSPSM_Target //Name of root ideal look at position rootName = KSPSM_Rotate //Name of the root of rotation tipMass = 0.5 //Mass on the tip applyGravity = True //Does gravity affect the motion of the tip? damperRatio = 4 //Damper ratio springRatio = 200 //Spring ratio failsafeRange = 2 } } // @PART[longAntenna]:NEEDS[!ReStock] //Communotron 16 // { // MODULE // { // name = ModuleHierarchyReconstructor // RECONSTRUCT // { // name = KSPSM_Target // reparent = False // asChildOf = model // asParentOf = _ // whichIsAChildOf = __ISROOTTRANSFORM__ // localPosition = 0, 1.146, 0 // localRotationEuler = 0, 0, 90 // localScale = 1, 1, 1 // } // RECONSTRUCT // { // name = KSPSM_Rotate // reparent = True // asChildOf = _ // asParentOf = antenna // whichIsAChildOf = model // localPosition = 0, 0.0089, 0 // localRotationEuler = -90, 0, 0 // localScale = 1, 1, 1 // } // } // MODULE // { // name = ModuleSpringPhysics // targetName = KSPSM_Target //Name of root ideal look at position // rootName = KSPSM_Rotate //Name of the root of rotation // tipMass = 0.2 //Mass on the tip // applyGravity = True //Does gravity affect the motion of the tip? // damperRatio = 1.0 //Damper ratio // springRatio = 300 //Spring ratio // failsafeRange = 5 // } // } I would look more into this once I got more spare time. Quote Link to comment Share on other sites More sharing options...
Icecovery Posted September 25, 2020 Author Share Posted September 25, 2020 On 8/20/2020 at 12:23 PM, m4ti140 said: I wonder if this could be used to add aeroelasticity effects to wings (without having to separate them into tiny segments). Is the effect only visual, or does stuff like collider, nodes etc. move as well? The Quadratic Bezier Interpolation Module in this mod (used on the Tube man) could be used on the one-piece wing to provide smooth aeroelasticity. However, the spring physics module is not indented to be used in this case, it could work, but I imaging it will look super strange. The effect is only visual, the mod implements the effect by moving the bones of a skinned mesh. Quote Link to comment Share on other sites More sharing options...
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