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an advanced animation module


Scientist

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basicly something like ModuleAnimateGeneric, or some other animation mod to pick it up for extra feature

add to it a

force setting, so itl add force as if it were an rcs that turned on

torque setting, as if a reaction wheel fired

input resource, something that can be required to fire the animation, say i choose electriccharge

time setting, amount of time the force/torque/resource is used, in milisec, -1 as long as animation plays

the time one could also be skipped, and just fire the effects for animation duration

all these animated toys we have are made forgetting that movement costs power, and gives counter movement

opening a new large radar dish, moving that robotic arm, spinning that habitat ring, etc

imagine a spinning habitat ring giving constant torque, and a 2nd ring, opposite spin, cancelling it out :)

cargo bays needing power to open, maybe stuck halfway when power runs out :)

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