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Model Node System Enhancement


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I've been playing around with manually welding my own parts, especially parts of mods, primarily for the purpose of lowering part count and improving the in-editor experience. I've noticed that any code module associations in the welded parts don't function as one might expect. While there are several things which probably shouldn't be supported in a welded mode (multiple crew hatches, moving parts, etc.) it would be very helpful to many modders to have a working code module association mechanism for each individual model being used.

I think this would be in line with the intended purpose of the model node system and further, I don't believe it would be game-breaking since it would be at the discretion of the developers which code modules and other systems would not function within the model node system. At the very least (and just for the sake of an example), one would think a four-way light part should be possible with the model node system.

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Since part welding is actually possible now, I support this! :D

In fairness to the developers, it's been possible for a very long time now. Given the recent mod developments, it really ought to be made as mature as the rest of the game.

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I would be all for some type of reinforcement tweakable when tweakables are added. Something like "tweakable submenu" -> "Reinforce connection to part X" (Adds Y mass to craft, makes connection very rigid.) Adding mass for making connections more rigid is a completely realistic, and I don't see why it couldn't be used; at least for small items that are, say, less than 2 tons.

As for the multinode connection system, since crafts are bound by the tree layout for parts; One parent to many children must be maintained. Therefor, in a later update, I see no reason why multi-node connections between a parent to child interface wouldn't be added. Squad could use something like Interferometry with multiple interfaces.

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