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Solar panels (HELP ME!)


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Ok, so im making new solar panels and I don't know what the code means.

MODULE

{

name = ModuleDeployableSolarPanel

sunTracking = true

raycastTransformName = suncatcher <---First what is this in the solar panel?

pivotName = suncatcher <----And this. (what should they both be?)

resourceName = ElectricCharge

chargeRate = 0.75

powerCurve

{

key = 206000000000 0 0 0

key = 13599840256 1 0 0

key = 68773560320 0.5 0 0

key = 0 10 0 0

}

}

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Ok, so im making new solar panels and I don't know what the code means.

MODULE

{

name = ModuleDeployableSolarPanel

sunTracking = true

raycastTransformName = suncatcher <---First what is this in the solar panel?

pivotName = suncatcher <----And this. (what should they both be?)

resourceName = ElectricCharge

chargeRate = 0.75

powerCurve

{

key = 206000000000 0 0 0

key = 13599840256 1 0 0

key = 68773560320 0.5 0 0

key = 0 10 0 0

}

}

This comes from interpreting that the "..Transform.." configs usually equate to models. Lets look at it.

A model.mu file, is simply called the model.mu file.

Now within this .mu file, there are multiple "submodels" (this is also how gimballing is done on engines).

The primary model is usually called the anchor, but it can be whatever, main thing you know and the config file knows that it doesn't move/rotate.

Now this "suncatcher" or "gimball" is the secondary model which you can only edit when the primary model is deselected (like in Blender). However, you can even make the 2 models on separate .blend saves, they still work, provided you put them together correctly in Unity 3D. This secondary model can, once again, have any name, main thing you know that you need to specify it in the config for the rotation.

And thats about it, actually. I haven't fussed with solar panels yet, but I assume a game object denotes which "side" of the model is the one that receives sunlight.

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