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Control Surfaces


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I am a bit confused about how a control surface is animated in the game.

I have read that there should be a base_object and that the engine looks for the ctrl_surface. now comes the confusion. X,Y,Z in unity? also does the control surface actually need the base_object to work? how does one adjust the speed in which a control surface moves?

kinda a beginners question.

(sorry, N00B here)

"Niles"

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http://forum.kerbalspaceprogram.com/threads/48327?p=626740&viewfull=1#post626740

For more helpful links: http://forum.kerbalspaceprogram.com/threads/94638-Mod-Development-Links-Compilation-START-HERE

For future reference, you probably want to go to the development or modelling (recommended) subforums for questions in this vein ;)

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the module was (0.24/0.25) hard coded to rotate the ctrl_surface object around it's local +X axis. base_object isn't required AFAIK. The module had been revamped for 0.9 and I'm not very familiar with it. Below is the module and possible parameters as of 0.9.

ModuleControlSurface ()
{
deflectionLiftCoeff = 1.5f
[B]transformName[/B] = ctrl_surface //the object that will act as rudder/aileron/elevator etc.
ctrlSurfaceRange = 15f
ctrlSurfaceArea = 0.5f
actuatorSpeed = 25f //response speed
dragCoeff = //not sure what the default value is, maybe it uses value from elsewhere in the config file.
}

Edited by nli2work
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the module was (0.24/0.25) hard coded to rotate the ctrl_surface object around it's local +X axis.

I'm pretty sure it's hard coded to rotate ctrl_surface around the parttools empty x axis, it just so happens most of the time it's the same axis because regular wings are aligned that way. I've had to do a lot of messing around with the Skylon wings to get everything in that hierarchy aligned.

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I'm pretty sure it's hard coded to rotate ctrl_surface around the parttools empty x axis, it just so happens most of the time it's the same axis because regular wings are aligned that way. I've had to do a lot of messing around with the Skylon wings to get everything in that hierarchy aligned.

yeah I think you're right on that one. rotates around the Part's X, not the ctrl_surface's local X

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