#"HIRE" - Heatshield Integrated Retractable Engine

1 messages · Page 3 of 1

warm viper
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idk i think it would be cool to have the larger one be more stable for taller landers on uneven ground and such

umbral lion
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i mean making it wider is pretty easy.. it's just from atechnical standpoint you want to absorb the shock from the surface direction or no?

umbral lion
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it's simply changing a single value of the upper piston rotation

warm viper
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just a personal issue i get a lot, probably because i am bad at building so maybe wait to see what someone else says

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maybe just close to 45 degree angle?

umbral lion
warm viper
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oh god i see why you were concerned

finite oracle
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OMG, I'm so looking forward to this mod!!! It's like the perfect bottom for any lander with all the things you need there: heat shield, landing legs, lights & thrusters and now a ramp?

umbral lion
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well like i said the geometry allows for a wider stance.. just give me the numbers ^^

umbral lion
finite oracle
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I am really looking forward to the large / xl

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yep, I like large landers

warm viper
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i just always have issues with not enough stability in my landers i used to always use falcon legs lol

umbral lion
warm viper
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will 100% be down for that

finite oracle
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me too!

umbral lion
warm viper
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also to add to the large shield maybe have some RCS ports built in as an additional thing it has?

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the ramp is a super cool idea too

umbral lion
warm viper
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but the possibility of a little rover shoved in the bottom of like an early science lander for other atmospheric ships or just a lander that returns to kerbin fully intact

umbral lion
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100% reusable

warm viper
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that is how this mod makes me feel

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also i am obsessed with stoke space so this block is my dream lol

umbral lion
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yeah they are pretty cool.. the CEO is also super nice and thoughtful

warm viper
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he is

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plus he is like an actual engineer not a millionaire lol

umbral lion
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ikr PhD in engineering really helps in their endeavor

warm viper
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mhmm

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he also just seems like what everyone thought elon musk was?

finite oracle
warm viper
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also will this be on CKAN eventually?

umbral lion
umbral lion
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I have never done a command module before but to be honest i havent done many things before which i learned in the past two weeks so who knows.. maybe xlarge lander cans will be next. but thats just a big guess.. don't hold me to it

umbral lion
warm viper
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lol

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ya and he was born a millionaire so always been out of touch

umbral lion
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he still is regarded a self made millionaire... his dads emerald mines in south africe didn't made it into that equation

finite oracle
umbral lion
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every larger part will have all the featurs of the smaller one plus one additional feature.. so the xlarge module will also have the ramp with the bay

warm viper
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so the mod that’s out now is useable right?

umbral lion
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nope but you can have the current build

warm viper
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is that the same as github or newer

umbral lion
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yes.. but github is the whole unity project

warm viper
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ahh

umbral lion
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the small part is almost complete only need to add the sounds i have already finished.. but it has engine plumes reentry effect and all the jazz

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the medium i can not get the animation to work and it has no reentry effect atm and no sound

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but it flys

warm viper
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nice well good work and good luck!

umbral lion
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i am watching animation tutorials while 3d modeling in blender.. but so far every tutorial only talks about animating humanoid avatars.. which is almost the same .. i have set up the animation exactly as @void ridge but for some reason the switch in ksp doesn't do anything..

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but since the animation can be previewed in the unity editor it can only be a problem of setting up the scripts on the part itself

warm viper
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the large and Xl are gonna have so many menu options lol

umbral lion
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technically just one more button to upen the service bay

warm viper
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oh wait ya i forget ksp2 only has open close for that

umbral lion
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the large module will have two massive pistons for each leg and a much wider stance to give confidence even during the wildest landing maneuvers ... the shown length of the leg is the maximum possible reach of the pistons and will most likely be a bit shorter in the end to give the dampeners some leeway.

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and of course the new feature for the large and xlarge modules exclusive.. the service/rover bay

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and when folded up for atmosheric reenty everything is shielded within it's sleek silhouette

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there will be enough space to fit it's medium sized brother inside.. will this be enough for a rover? we definitely will find out soon enough

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alright thats it for the next few hours i'm going to sleep. peace

umbral lion
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damn can't sleep...

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@void ridge Did you set a Root Motion Node in the animation tab of the import settings?

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i'm using an armature for the animation since it has so many moving parts

umbral lion
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ahhhh this drives me crazy

umbral lion
void ridge
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Edit your animation and verify path on the name of each gameobject , relative to the gameobjevt with Animator

umbral lion
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What?

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ahh wait a second

umbral lion
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but what do you mean with verify path on the name of each game object?

void ridge
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On animation in unity

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Each gameobject wich have to be animated is on the animation. When you clic on its name, you can see its full asset path. It must be exactly relative to the gameobject of your part wich have Animator component

umbral lion
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you mean in this window?

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or do you mean my .fbx file path?

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my game object with the animator has no path

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it's just an empty object called model

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or do you mean i need an animator on each part that is animated on my prefab?

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or do you mean the path in the adressables groups? but there are no animations... as far as i saw you have not your animations adressable

void ridge
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on animation object of your part

umbral lion
umbral lion
warm viper
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i take it that they won't be that shape?

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because that looks like a cool idea

umbral lion
warm viper
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got ya

warm viper
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oooo

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but you can just simplify it that would look really good even with minimal pistons

umbral lion
warm viper
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maybe save that one for XL then?

umbral lion
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mhm... maybe.. or for a later update... just had to take a break from trying to get the animations to work ingame... the next thing that gives me headaches and theres aboslute no information about that on the internet

warm viper
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ya the big bay is unique enough for the large rover tbh

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maybe at most do a 2 piston with the large

umbral lion
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plus i always wanted to make a cool mechanical landing leg that folds

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i also thought about the door... like since it its a round shape how about it simply slides instead of rotating downwards

warm viper
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could do

umbral lion
warm viper
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i think that would be cool ya as long as there is a ramp

umbral lion
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yeah sure how else are you sopposed to get in your rover

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but i think i should just export the current mesh and get it ingame see if there's enough space and how much door height is needed

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the further up the ramp can go the more floor space it gives

umbral lion
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well it's a tight fit

quasi pike
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Maybe you don’t need a ramp? Maybe the rover stays behind? You load it in pointed at the door, then to get it out you just decouple it and hit the gas?

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Another option is the rover is attached with a stage decoupled on its top and the door opens both below and in front, then you just drop it there and drive away.

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I mean if you’re using this as a landing engine any place you need a rover, then why include a ramp and why plan to recover the rover? Apollo never brought back a rover, they just left them behind to save mass

umbral lion
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i mean having the option is better than not having it

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the ramp isnt the problem though

umbral lion
quasi pike
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When I deliver a rover I usually find a way to drop it from the landing vessel and never recover it. If the landing vessel is going to more than one site I might carry two smaller rovers or just land first at the site where I'll abandon the rover. I'm typically aiming for making the whole system as light and efficient as possible, so anything I don't need I'd not bring, and any opportunity to jetison something I nolonger need is a good one. But that's my style, and I understand there will be those who foolishly want to drag around extra gear they don't need or even try to (and this part is really insane) return the rover to Kerbin or some other damn fool idea like that... 😉

umbral lion
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fair point... but the modules advantage is having heatshield, engines and legs in one part that slightly weights less than the summed mass of the individual modules combined... at least thats how i set it up... so thheres already a bit of weight to spare on a little rover... and for celestial bodies without atmosphere you wouldn't bring a heatshield anyway right?

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so this module is probably aiming more at people who like to have a jack of all trades rather than a master of one solution

umbral lion
warm viper
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however being a reusable design at its core being able to return the rover and samples back would be useful

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though if there was robotic parts ingame i could see having the ramp be an XL feature reserved for larger manned rovers

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then if you wanted to recover with the large you could just use pistons and rotors

quasi pike
umbral lion
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but i could do some custom modules that would fit in there yes

quasi pike
quasi pike
umbral lion
quasi pike
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You could do it with a ramp, but I’d rather just drop the darn thing

quasi pike
frigid relic
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I was specifically talking about "They cost less to make than to launch."

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but honestly I don't see any reason why limit the users

quasi pike
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Is there any real rover where they proposed returning the rover?

frigid relic
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they might also want to use the ramp for example for kerbals to disembark and then return to the vessel, with some built-in airlock in the service bay

quasi pike
frigid relic
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you know you're talking about KSP right

umbral lion
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personally i see more the potential of what the space can be used on top of transporting a rover

frigid relic
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the game where little green plant people who don't have any cities on the entire planet launch rockets to space

quasi pike
frigid relic
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where you want to collect science from multiple biomes of each of the visited bodies

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but also limit the mass and volume of carrying 5 various rovers

umbral lion
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and in the end i think once we get base building and other stuff it will be super handy to have a little trunk

quasi pike
frigid relic
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😆

quasi pike
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That said, it’s still a great example for why you might want to tote the rover from a to b

umbral lion
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hmmm ... interplanetary towing service

frigid relic
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this talk is making me excited to actually play the game

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might have to continue my forever-stuck-at-Minmus campaign

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and actually go somewhere

umbral lion
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i barely have made it into the third tier of the tech tree

quasi pike
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It’s the modding curse

umbral lion
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yep

indigo relic
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😄

umbral lion
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Bad News:

Even the smallest possible rover build is too big for the large module.. I tried for hours to get inside and the only way i accomplished that was by deactivating the collision mesh on the upper ring and clip through. The ability to transport a rover will be a xlarge module exclusive feature

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None the less i think there are many creative ways to get some usage out of that small service bay. either by future mods like kerbal inventory system did for ksp1 or simply by sticking a fuel container in there. (there will probably be an internal attach node that lets you put small or maybe even mid size parts in the service bay)

umbral lion
warm viper
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did you try autonomous rovers?

umbral lion
warm viper
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mhmm tbh i wasn’t even thinking a seated rover would be able to fit

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either way just a little deployment bay for science or mini satellites to deploy from is cool

umbral lion
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i will add another piston mechanic for the translation and then mirror it to the other side... i'm not happy with the unnatural movement of the main piston

umbral lion
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and theres even space left for another passenger or a slightly bigger rover design

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you could add some control seats and probably wouldn't even need a command module for the lander haha opens up whole new possibilities

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i wont have much time today still need to take care of some real life stuff but i plan to dedicate the next week to modding

warm viper
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nice! good work and take your time

karmic sand
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Hope that's alright with the server rules. 🙂

keen stream
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So this part is a heatshield, cargo container, ramp, landing gear, and engine, whats next making it a battery too?

frigid relic
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you forgot landing legs

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caught that edit in 4k

keen stream
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Tbh just make a variant with a command pod on top at this point and it's an all in one space ship

finite oracle
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So this mod hasn't released yet, has it? I just don't want to miss out! 🙂

umbral lion
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actually i don't know yet what will be the additional feature for the xlarge module

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i'm open to ideas and suggestions.

umbral lion
finite oracle
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Is it an open alpha? If so, where do I get it?

umbral lion
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current struggle are the animations being done and configured to the parts but for some reason don't play in the game when triggered

finite oracle
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(it's fine if it hasn't been published yet, I just don't want to miss out if it has)

finite oracle
umbral lion
finite oracle
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got it, thanks!!!

quasi pike
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I think it would be cool to have a part variant where the extra space is used for fuel tanks. That way if you don't need the cargo space/ramp for a rover, you can still make use of the space.

umbral lion
quasi pike
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Nice! Doing a fuel option is easy, but also very handy.

finite oracle
# umbral lion

I tried using this but I don't see the parts in the VAB. Am I missing them someplace? Or perhaps I missed something new in the tech tree? FYI, I did already install LFO after seeing that your mod depended on it.

No rush, I think I'll probably wait until you get animations working before creating persistent vessels with this. Thanks for your work on this, really looking forward to it!!!!

keen stream
frigid relic
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I mean, it would basically be the same as Tundra Exploration Rodan

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it's a crew capsule with engines, RCS, fuel, EC, etc.

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except the heat shield with legs is a separate part

warm viper
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oh ya the dragon capsule you mean

frigid relic
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yup

warm viper
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that things not bad

keen stream
warm viper
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also idk if it’s possible but if the engine is running it shouldn’t be costing fuel to run the heat shield cause it would be flowing to engine not vented

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maybe the engine can have like an alternator that makes ablator

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only if that’s not all a massive pain

finite oracle
# finite oracle I tried using this but I don't see the parts in the VAB. Am I missing them some...

A couple more notes in case the missing components are tech-tree related:

  1. The first time I started with HIRE installed I did not have LFO installed. I knew there was a problem immediately because spacewarp showed the errored out mod on the main startup menu. (Very useful spacewarp messaging there!)
  2. I immediately quit and installed LFO, and the second launch it did not error out.
  3. I had already unlocked the entire stock tech tree prior to installing HIRE.
    Thanks!
frigid relic
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I'm pretty sure the parts don't have tech tree configuration yet

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so you'll only see them in sandbox

umbral lion
finite oracle
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ah, ok

umbral lion
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but it's really just a very small amount of fuel used for that

keen stream
umbral lion
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currently there is no way to set the condition for the resource converter to not use resources while engines are running

frigid relic
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make a survival overhaul mod for KSP2

keen stream
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You land on eve, and the megabugs start breathing literal fire in your general direction

frigid relic
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kaiju attack the KSC regularly and you have to defend it

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lmao

umbral lion
frigid relic
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the difference here is that the engine would make ablator by simply running

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instead of converting it from fuel at all times

umbral lion
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yeah but the engine module in the unity editor doesn't have the option

frigid relic
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well, it's exactly what Module_Generator is for

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it's used to generate EC when the engine is running

umbral lion
frigid relic
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I mean

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the resource needs to be specified

warm viper
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ya dw too much if it’s a pain just wondering

frigid relic
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so I'm pretty sure you can put any resource name in it

umbral lion
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@finite oracle ahh the parts are in the engines category... and they should be right on top

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three modules without images

warm viper
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wrong person lol

umbral lion
warm viper
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np

frigid relic
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and the parts won't show up there in exploration mode

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since you don't have any tech tree config

umbral lion
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ah yes of course only in sandbox

frigid relic
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that was the issue there

umbral lion
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actually i am trying to figure out what that error message means

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i guess thats what keeps the animation from playing ingame

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i checked the controller over and over again.. it is exactly set up as JiMKesa did with his parts

keen stream
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screenshot your controller

frigid relic
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so what does the deploy_thrusters state look like?

umbral lion
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oh wow now i get a complete different error

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thats the deploy_thrusters state

keen stream
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wait im dumb

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nevermind

keen stream
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because an empty state has a parameter that's null or empty

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or rather empty transition

umbral lion
frigid relic
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but like, what does "parameter" even mean here

umbral lion
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theres no empty transition+

frigid relic
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nothing is filled in there

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so that's probably why it says Transition ''

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but my question is, what are transition parameters

umbral lion
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but there isn't anything in there at JiMKesas controller

frigid relic
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I'm not saying it has to have a name

umbral lion
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no idea what i should put there

frigid relic
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I'm just explaining why the log message says Transition '' (aka why it's "empty")

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that's not the cause of the error

umbral lion
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the parameters are set on l

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the left of the screenshot... three types one is a bool parameter called "isDeployed"

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then there is a trigger "reverseAnimStateChange"

frigid relic
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can you screenshot all the three transitions that go from/to deploy_thrusters?

umbral lion
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and a float for "playbackMul"

frigid relic
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it doesn't make much sense

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it might be helpful to name the transitions so that it at least shows you which one has the error

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you could just give them names like "deploy_thrusters->deployed_thrusters"

umbral lion
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now i get a different error without having changed anything on the controller

frigid relic
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I mean it makes sense that it can't get the game state when the game is not running

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but why the fuck is the method called

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or rather, why is Module_Deployable.Retract being called

umbral lion
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no idea but my module deployable is exactly set up like the one JiMKesa has

umbral lion
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in the dropdown menu theres a extend retract option

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i used them to get a hint what might cause the animation to not play ingame

frigid relic
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oh lmao

umbral lion
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yeah well i'm really running out of ideas what to try..

keen stream
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Did you name the transitions?

umbral lion
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ok every transition is named.. but i don't think thats gonna change much with the animation not playing ingame

frigid relic
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it won't, but it should show a better error message now

umbral lion
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alright... another day another attempt to fix animations... today i am comparing both "Module_Deployable" on the prefabs from unity explorer object inspector readouts of my part and jimkesas rosetta leg

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and the "Animator" component on the "model" game object

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only difference i see is the root motion being checked on mine... but i already tried it without.. that wasn't the issue

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and the odd thing that the context menu of my part says it is extended while it's default position is set to be retracted

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and when i activate the deploy trigger its status value gets stuck "in motion"

umbral lion
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Alright i fixed the animation state change not updating

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God i wish this beautiful little space egg would stretch its legs

umbral lion
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so this means the animation controller is triggered ... but why is there no animation playing

void ridge
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Normaly boolean isdeployed starts animation

umbral lion
umbral lion
umbral lion
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added reentry effects to medium sized part

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git repository updated to version 0.7

umbral lion
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alright.. another day trying to get the animations to work comes to an end... at least we are a step closer having solved the status change getting updated but the problem of the animations not playing ingame persists.

warm viper
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maybe if you can't get it just make places for the gear to snap to and make them seperate

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like how the new glenn legs worked in KSP1

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idk if that would be harder or easier

frigid relic
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the legs will still need to be animated either way

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so the issue has to be fixed

warm viper
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i don't know my code much lol thought it was an issue that was the interactions of things MB

umbral lion
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i mean yeah i can try adding a simple animated part just with a module deploayble and nothing else

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to see if that would work

warm viper
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just throwing ideas tbh you all know much more then i on this

umbral lion
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but having seen how many components JimKesa added to his prefabs i don't think a simpler part would change much

umbral lion
warm viper
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ya i was seeing that but if a standalone part worked then you could also offer the legs as their own thing for more funtionality

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if it is still giving issues standalone then probably not worth

umbral lion
umbral lion
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Good morning! Today i will return to the basics and try to get some very simplistic parts into the game each one focusing the functionalities that are still bugged on the HIRE modules. First up will be a tiny part just with a simple animation to check if it plays in game. The second part will be a simple heatshield to check if it will shield the adjecent parts from reentry heat.

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But before we get to all that i need a big cup of coffee and some bacon with eggs. I'll be back in an hour

umbral lion
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alright.. with a full belly and my second cup of coffee lets hunt those bugs

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I will try to document here every step along the way in detail

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like i said we are going to use a very simple object... basicly its just a static quadrangle with a moving cylinder sticking out of the side which is part of a single bone armature... as comparison i will also use the same mesh without an armature and make a simple movement animation for both of them

umbral lion
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the animation will just contain 4 states... first is being in a 45° upward rotation.. that will be the start or retracted state then a transition to the 45° downward rotation with the third state being this position as the extended state followed by a retract transition back to it's 45° upward position

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we will export this as i do with every other part including every mesh and the armature and applying all transformations

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in unity we check the import settings turning off the animation compression and clipping the animations into the four states retracted, deploy, deployed and retract

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then we drag and drop the fbx into the scene, unpack it completeley and add a child game object called "model" and in model another child game object called "mesh" where we put in the static mesh and the armature with the moving mesh like it is common use practice among the modders

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next we create a new animation controller and drag and drop our four animations "deploy", "deployed", "retract" and "retracted into the base layer as well as add three parameters one being a boolean "isDeployed" the second being a trigger "reverseAnimStateChange" and the third being a float named "playbackMul"

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next up we create the transitions between the states

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on our first transition from "retracted" to "deploy" we uncheck the "Has Exit Time" box as well as the "Fixed Duration" box and change the "Transition Duration" to 0 ... then we add our boolean "isDeployed" being "true" as the condition

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to verify that our animation didn't get messed up we click the play button on the preview and check if there are any unwanted animation parts there

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for the transition going back from "deploy" to "retracted" we repeat the process of setting the "Exit Time" and "Transition Duration" to 0 then add the "reverseAnimStateChange" as the condition but leave the checkbox as they are

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in order for "reverseAnimStateChange" to work we also need to add the "Module_Anim State Informer" as a behaviour to the "retracted" state (this will be necessary for any animation end positions, in our case "retracted" and "deployed")

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for the next transition from "deploy" to "deployed" we also leave the checkboxes active but change the "Exit Time" to 0.99 and the "Transition Duration" to 0.01 to make sure our animation gets fully played with a minimal transition time to our "deployed" state (the conditions in this transition will be empty - noteworthy to this is that every transition that has no condition needs the "Has Exit Time" checked, but unity will tell you when there are any problems)

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for the next three transitions we repeat the process of the previous three transitions

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the deployed state needs the "Module_Anim State Informer" behaviour added again and the transition going from "deployed" to "retract" gets it's "Has Exit Time" and "Fixed Duration" checkbox unticked and the values being set to 0 as well as the "isDeployed" boolean condition added but this time set to "false" because we trigger the retract animation

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once again the transition from "retract" back to "deployed" gets all the values set to 0 but the checkboxes left as they are and the "reverseAnimStateChange" condition added as well

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and our final transition for this controller from the "retract" state to the "retracted" state gets no condition but the "Exit Time" set to 0.99 and the "Transition Duration" set to 0.01

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as mentioned before because we don't have any conditions for this transition the "Has Exit Time" needs to be checked

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now that we have our controller we can add the most necessary modules to our test part... a core part data component with just the basic stuff to get it show up in a part category in game

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then we add an "Animator" component to our model game object and select our new created controller

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At last we add a "Module_Deployable" component to our prefab object and select our Animator of the "model" game object

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oh and i almost forgot we will need a mesh collider set to any of our meshes to be able to right click on our part in the game

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with this all set up we can now save our part json create the prefab and check the adressables groups if everything is showing up

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then we save our scene and fire up our KSP2 Unity Tools to build it

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so whatever went wrong or is missing is not solved by creating a simpler part

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If anyone has any idea how to solve this please let me know

umbral lion
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Sooo after struggling with the animations yesterday for 10 hours (again) without any success (again) i have decided to only work on the textures and engine effects for the next days. If i can't get the animations to work then the initial release will have four parts (small, medium, large and xlarge) without any functionalities other than being a thruster and a heatshield. Anything that will require deploy, retract animations will be put on hold until i figure out how to get them from unity editor into the game

keen stream
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If you want I'll be free on friday at the least to help you in VC for a longish period

umbral lion
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i finished adding reentry effects to all the parts... the xlarge is currently just a scaled up large module for now (since they have the same amount of faces anyway).. unique engine sounds have been added to the soundbank and will be tested today for the smallest 1.25 meter part

umbral lion
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all four parts size comparison

umbral lion
keen stream
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Ill be there in about an hour

keen stream
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Alright, maybe a bit more, need to grab breakfast real quick

umbral lion
umbral lion
keen stream
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this is your issue

umbral lion
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Everyone please give a round of applause to @keen stream for helping me solve the animation issue on my parts!

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For anyone having the same issue: the solution was the animator component being added to the wrong game object

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i will try to write a comprehensive guide for the wiki on how to proper configure animations

frigid relic
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awesome job you two

umbral lion
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turned out i had two game objects in the hierarchy before the armature ("model" -> "mesh" -> "armature") and the Animator component was on "model" but supposed to be on the "mesh" game object.

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sooo having solved this theres some other issue that needs to be addressed now... with the current "module_deployable" it is only possible to toggle one animation...

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this means the second animation of the landing gear can not be triggered separately

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there are two possible solutions to this... either make the landing gear a separate part... this means it wont retract as flush into the current mesh geometry as it does right now

marsh prawn
umbral lion
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or make the landing gear animation being part of the thruster deployment

frigid relic
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yeah, it's used for the low-thrust methalox engines with deployable nozzles

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it triggers the animation when the engine is activated

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not sure if it also retracts when you deactivate the engine though

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but yeah it kinda seems like we will need a custom multi-stage animation module tbh

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even if not specifically for this mod/part

umbral lion
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you guys are genius!!!

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this might be the solution

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maybe i can set the activate deactivate animation for the thruster ring animation and the module deployable for the legs

keen stream
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And if you set your states correctly, the legs will only deploy if the engines are activated (even if it says deploying)

frigid relic
keen stream
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but you might want to disable the disable animator on completion thing again ... maybe?

keen stream
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Because you are going to have 2 things controlling the same animator

umbral lion
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hmmm... i need to figure out how the activate/deactivate trigger of the engine calls upon the animation... i just checked the module_engine and din't find anything that points to an animator

umbral lion
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as far as i can see it checks for the same parameter there

keen stream
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from module engine

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it finds the first animator on the part

umbral lion
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yeah so it would need two separate controllers

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or maybe i'm just too stupid right now to think

keen stream
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And then the engine uses multiple different values for the wantDeployed parameter

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actually no

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its a bool

umbral lion
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yeah its a bool

keen stream
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and then you want engine mode 0 to not generate any thrust (this is the deactivated state)

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and engine mode 1 to generate thrust (this is the activated state)

umbral lion
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but i can just add another bool parameter and change it in the "Engine Mode is Deployed Param Name"

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wait where are you looking at? ^^

keen stream
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the code itself

umbral lion
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oh i see

keen stream
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So engine mode 0 is the undeployed state

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Engine mode 1 is the deployed state

umbral lion
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but is the wantDeployed also a bool parameter?

keen stream
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yes

umbral lion
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ok so this bool should be always true in order to make the engine not work in retracted state am i right?

keen stream
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so when this bool is true, is when your engine is activated

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when this bool is false, is when your engine is deactivated

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to make the engine not work, you need to make the deactivated engine mode not produce any thrust

umbral lion
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oh i thought that's the "isDeployed" paramater doing

keen stream
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isDeployed is from module_deployable

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wantDeployed is from module_engine

umbral lion
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but its also there

keen stream
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ohhh

umbral lion
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yeah

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xD

keen stream
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that itself is driven by after going through want deployed

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once the state is the same as the deployed state name

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that is driven

umbral lion
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but i guess i could change the parameter name and add a new bool named the same in the controller

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wait hold on i can't follow

keen stream
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So want deployed is driven to true when the engine wants to be deployed

umbral lion
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this would be the transition condition to the deploy state

keen stream
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is deployed is driven to true when the animator enters the state that is the same as DeployedModeAnimationStateShortName

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I would personally ignore the isDeployed state from the module engine, because you don't have one valid "deployed" state

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you have 2

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or rather 4

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deployed without gear
deployed extending gear
deployed with gear
deployed retracting gear

umbral lion
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yes

keen stream
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so then that state name doesn't work

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is the issue

umbral lion
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but what if i use two different bool parameters for module_engine and module_deployable? like "thrusters_isDeployed" and "legs_isDeployed"??

keen stream
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still, the problem is how thrusters_isDeployed is actually driven

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that would only be true for when your animator is in one specific state

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Like for example currently

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its basically if (state == "OPENED") isDeployed=true;

umbral lion
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mh

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🤔

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different approach.. what if i moved the leg mesh in a different game object add another animator witha separate controller and a second module deployable on the prefab? ^^

keen stream
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Cant have multiple of the same module

umbral lion
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ah ok

umbral lion
frigid relic
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you can

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it will definitely be necessary for more complex animations

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even just stuff like launch towers

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for example the Falcon transporter erector needs three states - erected, reclined by ~5° and completely retracted

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plus if it also includes the clamp arm, another two separate animation states for that

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basically, a module that will ideally allow:

  • multiple independent animation sets
  • each set can have two or more states with user-defined possible transitions between them
  • possibility to make the sets depend on each other's states
umbral lion
umbral lion
keen stream
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So you can always use that parameter

umbral lion
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ok so my current solution to this is having the leg animation included in the "extend part" animation... adding the "wantDeployed" parameter as a condition for the transition to the deploy thruster state didn't end up with the activate/deactivate engine switch triggering the animation.. but i guess i need to set up the transitions between the states inside the controller differently for that to work

keen stream
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Wait, can you just have 2 separate animators

umbral lion
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not on the same object

keen stream
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Ohh

umbral lion
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and the module deployable only references one animator

keen stream
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And module engine finds its animator from getcomponentinchildren

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So thats a no go

umbral lion
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and i still don't understand how exactly the module engine gets linked to an animator

keen stream
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Magic

umbral lion
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would have to inspect the stock vacuum engines

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and see how they are set up

keen stream
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It recursively searches children for an animator

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Gtg for lunch

umbral lion
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@frigid relic you never told me you are in the game

frigid relic
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lmao

umbral lion
# keen stream Wait, can you just have 2 separate animators

If the module_engines searches recursive for an animator within the child objects and my current hierarchy is prefab -> model -> mesh -> armature i could try put another animator on armature for the thruster deploy animation and limit the animator on the mesh object to just control the legs... in theory the module engines would then trigger the animator on the armature and the module_deployable the legs.. but this means i need to split the two up in separate controllers... but thats just a very big guess..

keen stream
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possibly

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depends on if its depth first or breadth first

umbral lion
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isn't recursive always depth first?

frigid relic
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nope

umbral lion
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ahh shhhute

keen stream
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it's depth first

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for the method it uses

umbral lion
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alright that would be a go then

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but that's something for tomorrow... i'll call it a day. can't put into words how happy i am to see the animations work! thank you guys for all your support ❤️

umbral lion
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however i saved the changes for now in a separate scene to conduct further testing. the current solution of having both animations feels kind of weird when using the thrusters for orbital transit with the legs deployed xD

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@frigid relic when you've got some time to spare could you give me a crash course in how to set up basic plumes?

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just the basics i know plumes are a vast topic

keen stream
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Wait ... would an lfo plume even work here?

umbral lion
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it does

keen stream
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There are 32 or so different individual plumes needed tho, no?

umbral lion
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yeah^^

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and one additional that is only visible in vacuum

frigid relic
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I think it works pretty well for the 24-nozzle version

umbral lion
frigid relic
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Though I'll be of course happy to answer any questions

umbral lion
umbral lion
frigid relic
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cool!!

warm viper
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oooooooo

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that looks amazing

hot kayak
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can't wait for this more!

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This engines must be included! it is a game changer too!

hot kayak
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the video demo looks great...just release it alrady 🙂

hot kayak
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When will HIRE be released?

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I can try it out and I will give you some feedback

warm viper
umbral lion
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Yeah well as I heard about KSP being dropped by the developers I kinda gave up on this to get it to work. From what I can recall there were some problems still to solve. One being the ablative heatshield not working and there was another issue that didn't allow for multiple animations being triggered separately. So the landing gear and thruster extension/retraction couldn't be triggered separately.

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If anyone wants to pick up the pieces and work on it, feel free to do so. I didn't fully abandon it. I still have the files. There's just no real incentive for me to spend many hours on it

frigid relic
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the second issue could be mitigated by just having the landing legs be a separate part, and having attachment nodes for them on the main part that would make them fit exactly as they're supposed to

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I do remember some issues with the heat shield but not well enough to comment on that

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who knows, maybe once Redux is out, you'll have some more motivation to pick this back up scottmunley2

umbral lion
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Yeah probably