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[1.8.x, 1.9.x, 1.10.x] Realistic Power Draw


linuxgurugamer

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It's always bothered me that animations didn't use any power.  This addresses that issue.

This is a little mod which will make animations (stock parts for now) use EC.

Availability

Dependencies

CKAN soon

Edited by linuxgurugamer
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7 hours ago, computercat04 said:

That's a pretty nice addition to the game. How much power will an animation consume?

 

3 hours ago, JWS said:

Nice idea indeed.

One silly question: If a ship runs out of battery, all animated part on it won't function?

I peeked at the code on Github. It looks like between 2.5 and 7 EC per animation, with 5 being the mode (average). Based on my knowledge of coding, which is slightly higher than my ability to read ancient Sumerian, I would guess that animated parts affected by this code would not function with EC.

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Nice idea, but I encountered a bug. In Editor, when I try to toggle service bay's doors, it doesn't happen and I get this log error:

[EXC 21:40:47.310] NullReferenceException: Object reference not set to an instance of an object
	ModuleAnimateGeneric.UpdateAnimSwitch () (at <55ba45dc3a43403382024deac8dcd0be>:0)
	ModuleAnimateGeneric.Toggle () (at <55ba45dc3a43403382024deac8dcd0be>:0)
	AnimateWithResources.ModuleAnimGenericResourceUsage.Toggle () (at <c596c1789b9648078b0c6083f7701487>:0)
	BaseEvent.Invoke () (at <55ba45dc3a43403382024deac8dcd0be>:0)
	UIPartActionButton.OnClick () (at <55ba45dc3a43403382024deac8dcd0be>:0)
	UnityEngine.Events.InvokableCall.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
	UnityEngine.Events.UnityEvent.Invoke () (at <5aeafee3fea24f37abd1315553f2cfa6>:0)
	UnityEngine.UI.Button.Press () (at <e7863072d20d4124957779539fa3ff58>:0)
	UnityEngine.UI.Button.OnPointerClick (UnityEngine.EventSystems.PointerEventData eventData) (at <e7863072d20d4124957779539fa3ff58>:0)
	UnityEngine.EventSystems.ExecuteEvents.Execute (UnityEngine.EventSystems.IPointerClickHandler handler, UnityEngine.EventSystems.BaseEventData eventData) (at <e7863072d20d4124957779539fa3ff58>:0)
	UnityEngine.EventSystems.ExecuteEvents.Execute[T] (UnityEngine.GameObject target, UnityEngine.EventSystems.BaseEventData eventData, UnityEngine.EventSystems.ExecuteEvents+EventFunction`1[T1] functor) (at <e7863072d20d4124957779539fa3ff58>:0)
	UnityEngine.DebugLogHandler:LogException(Exception, Object)
	ModuleManager.UnityLogHandle.InterceptLogHandler:LogException(Exception, Object)
	UnityEngine.EventSystems.EventSystem:Update()

 

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  • 6 months later...

1.11.2.

M700 Survey Scanner is always open in the VAB and can't be closed. Trying to close it displays console errors (Object reference not set to an instance of an object) and makes the Deploy and Retract buttons disappear.

Would you like some logs? I already uninstalled it and didn't test other animated modules in the VAB.

Edited by Krzeszny
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