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Stack and attach nodes Moving with animated parts , How?


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Good evening, I have Animated several large marine cargo bays and would like any objects attached to them to move along with the animation, I know this must be possible as mods such as Infernal robotics and perhaps KAS use a similar thing.

So how is it done? Is it possible with the 23.5 update? as i know IR has joint issues.

The animations typically would be sliding and elevating types so the nodes only need to move in one plane.

Not worried about reworking stuff to get the effect i require, so any advice would be apreciated

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  • 1 year later...

Any luck? I'm trying to make a Catapult launcher part for an aircraft carrier, the sliding part moves along the rail and physically interacts with un-attached objects (the collider mesh moves) however anything attached in the VAB/SPH to the moving section of the part won't move with the animation in the game world :/

Edited by pingopete
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16 hours ago, pingopete said:

Any luck? I'm trying to make a Catapult launcher part for an aircraft carrier, the sliding part moves along the rail and physically interacts with un-attached objects (the collider mesh moves) however anything attached in the VAB/SPH to the moving section of the part won't move with the animation in the game world :/

 

Wow, the thread is 2 years at this point. But no, there's still no way to make it work without using a plugin like Infernal Robotics. Otherwise attachment is static, storing coordinate offsets, rather than attaching to specific colliders with animation updates.

 

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On 4/5/2016 at 3:47 PM, NecroBones said:

 

Wow, the thread is 2 years at this point. But no, there's still no way to make it work without using a plugin like Infernal Robotics. Otherwise attachment is static, storing coordinate offsets, rather than attaching to specific colliders with animation updates.

 

Read up a little more around the forums, and it would indeed seem that IR is the only real way around it. I managed to tweak the gantry part to give an unlimited range and a gradual acceleration which kinda works fairly well actually although it's pretty loose/unstable further down its travel. Cheers for the info though

Edited by pingopete
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On 6-4-2016 at 4:51 PM, pingopete said:

Read up a little more around the forums, and it would indeed seem that IR is the only real way around it. I managed to tweak the gantry part to give an unlimited range and a gradual acceleration which kinda works fairly well actually although it's pretty loose/unstable further down its travel. Cheers for the info though

You can try to increase it's mass. It generally has a positive effect on the flexibility of joints.

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