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Need information on ModuleDynamicNodes


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I've search, there is no information in the wiki, nothing on the forum, and the api is unhelpful in how to use it.

So, I'm looking at the config file for one of the engine plates, and I see that the ModuleDynamicNodes references NODEs listed above.  But those node are referencing what appears to be many different transforms in the model.

Is it possible to have the NODEs be nodes defined as attachnodes in the config file?  I'd like to be able to retrofit this into a few of my mods.

Then in the module ModuleDynamicNodes, I see it set's the node and references a MeshTransform.  Again, this is referencing a mesh transform in the model

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I believe the mesh transform is used by the fairings to toggle on the girder mesh along with its extra attachment nodes. I don't know if it does anything for engine plates. 

As for using config defined attach nodes, I'm not sure. Universal Storage uses this module to switch attach nodes, but it uses model defined attach nodes.

I'm on mobile now, but will check into how US is using it more when I get a chance. 

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Moving to General Mod Development and Support.

12 hours ago, linuxgurugamer said:

So, I'm looking at the config file for one of the engine plates, and I see that the ModuleDynamicNodes references NODEs listed above.  But those node are referencing what appears to be many different transforms in the model.

Is it possible to have the NODEs be nodes defined as attachnodes in the config file?  I'd like to be able to retrofit this into a few of my mods. 

Then in the module ModuleDynamicNodes, I see it set's the node and references a MeshTransform.  Again, this is referencing a mesh transform in the model

I spent a fair amount of time tinkering with this, when I was working on adding the 1.25m engine plate into the MissingHistory mod-- "my" plate is just the 2.5m engine plate, rescaled and with config tinkering.  I was trying to see whether it was possible to use config to, for example, limit the node arrangements to a subset of the full list of "1, 2, 3, 4, 4+1, 6+1, 8+1".

After much slogging around, I eventually came to the conclusion (which may not be correct, I'm not an authority here) that it couldn't be done:  I get the impression that the ModuleDynamicNodes is implemented in a fairly brittle way that has the hard-baked assumption that,

  • every node has to be baked into the model, and
  • every one that is baked into the model, has to be surfaced in the config.

With the corollary that you've got basically zero flexibility with the config.  You can't move any of the nodes with config.  You can't create any new nodes with config.  You can't choose not to have one of the existing model nodes in your config (i.e. they can't be removed).

Like I said, I could be wrong about that-- but that's the impression I've gotten.

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24 minutes ago, Snark said:

Moving to General Mod Development and Support.

I spent a fair amount of time tinkering with this, when I was working on adding the 1.25m engine plate into the MissingHistory mod-- "my" plate is just the 2.5m engine plate, rescaled and with config tinkering.  I was trying to see whether it was possible to use config to, for example, limit the node arrangements to a subset of the full list of "1, 2, 3, 4, 4+1, 6+1, 8+1".

After much slogging around, I eventually came to the conclusion (which may not be correct, I'm not an authority here) that it couldn't be done:  I get the impression that the ModuleDynamicNodes is implemented in a fairly brittle way that has the hard-baked assumption that,

  • every node has to be baked into the model, and
  • every one that is baked into the model, has to be surfaced in the config.

With the corollary that you've got basically zero flexibility with the config.  You can't move any of the nodes with config.  You can't create any new nodes with config.  You can't choose not to have one of the existing model nodes in your config (i.e. they can't be removed).

Like I said, I could be wrong about that-- but that's the impression I've gotten.

Yuck.

Thanks for both moving and replying.

I ended up using the B9PartSwitch, easy to use, configure and works with attach nodes.  The following is copied from the updated config for engine plates on the Mk2.5 Spaceplane Parts:

 


	node_stack_bottom01 = 0.0, 0.2480372, 0.0, 0.0, -1.0, 0.0, 1
	node_stack_bottom02 = 0.0, 0.2480372, -0.6173279, 0.0, -1.0, 0.0, 0
	node_stack_bottom03 = -0.5396224, 0.2480372, 0.3065057, 0.0, -1.0, 0.0, 0
	node_stack_bottom04 = 0.5396224, 0.2480372, 0.3065057, 0.0, -1.0, 0.0, 0
...

	MODULE
	{
		name = ModuleB9PartSwitch
		moduleID = typeSwitch
		switcherDescription = Nodes
		SUBTYPE
		{
			name = oneNode
			title = Single
			node = bottom01
			stackSymmetry = 0
		}
		SUBTYPE
		{
			name = twoNodes
			title = Dual
			node = bottom03
			node = bottom04
			stackSymmetry = 1
		}
		SUBTYPE
		{
			name = threeNodes
			title = Triple
			node = bottom02
			node = bottom03
			node = bottom04
			stackSymmetry = 2
		}
	}

 

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