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Making a cargobay


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Hey,

Im currently trying to make a cargobay but i have now the problem to get the doors working. The problem is that like it seems PKS multijoynt plugins etc. doesnt work anymore in 0.15 and 0.16 (?). Does somebody know a way to get a animation working so it gets activated if i press a specific key ?

mfg

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Yep already tried that but i think it only would work as a landingleg/ladinggear so i would have to control the cargobay with the "g" button (or am i wrong ^^ ?) Currently i use PKSmultijoint ... but its not the best solution ^^ (also i have some weird bugs right now ... i will make my cargobay when im finished with the rest of my model ;D).

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Yep already tried that but i think it only would work as a landingleg/ladinggear so i would have to control the cargobay with the "g" button (or am i wrong ^^ ?) Currently i use PKSmultijoint ... but its not the best solution ^^ (also i have some weird bugs right now ... i will make my cargobay when im finished with the rest of my model ;D).

Multijoint is way outdated. Just because it uses a landing leg module doesnt mean it has to be one.

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  • 1 month later...

Kreuzung's Electrical Energy Plugin has an animation part module. The current development release some modders are testing has key assignments that work, as well as context menu activation.

http://kerbalspaceprogram.com/forum/showthread.php/20860-BobCat-Ind-Colonization-exploring-and-research-vehicle

The animation for our in development rover and cargo pod uses, in the above thread, this for animation. It works very well.

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Yes currently if you use HLandingLeg (the unity-style Part, the regular LandingLeg is the old procedurally animated Part) it will respond to the G key. it also will have the popup-on-click menu to toggle it individually, but there is no way to force to not to respond to G currently.

I have requested an "AnimatedPart" part module be added to stock module, sort of acting as a clone of landingleg with more generic functions and some flexibility, so we can do these sorts of independent animations without needing to use a 3rd part plugin (no offense to the plugin makers, but requiring other plugins be installed to use a mod really annoys me, so I avoid that if at all possible)

Hopefully they'll have a chance to get that added soon, as my Tiberdyne shuttlebay would be the first to move away from the landing leg module. :P

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Yeah i know that method and i also use it for my cargobay ;D. The Cargobay is really no probleme any more. Currently i texture my whole model and that will take some time.

But anyway thank you for your reply, maybe it will help somebody else who has the same problem :D.

Edited by crunchop
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