#"HIRE" - Heatshield Integrated Retractable Engine
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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?
alright well i can certainly do that even with the medium part
it's simply changing a single value of the upper piston rotation
just a personal issue i get a lot, probably because i am bad at building so maybe wait to see what someone else says
maybe just close to 45 degree angle?
this is 30° just to give you an impression
oh god i see why you were concerned
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?
well like i said the geometry allows for a wider stance.. just give me the numbers ^^
the ramp is for the large 3.75m diameter part... the legs was the additional feature to the medium part
i just always have issues with not enough stability in my landers i used to always use falcon legs lol
yeah thats where i will need you guys beta test this thing as soon as the animation works to nail down the performance
will 100% be down for that
me too!
yeah.. so much space witha 5m diameter part
also to add to the large shield maybe have some RCS ports built in as an additional thing it has?
the ramp is a super cool idea too
hmm interesting.. could do that
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
yep that's the goal
100% reusable
that is how this mod makes me feel
also i am obsessed with stoke space so this block is my dream lol
yeah they are pretty cool.. the CEO is also super nice and thoughtful
ikr PhD in engineering really helps in their endeavor
yeah, large is probably the best size as we don't currently have an XL landing can. I'd love to have one, though.
also will this be on CKAN eventually?
yes upon release
well you got xlarge fuel tanks and a large pod
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
yeah elon turned out to be a bit on the crazy train haha
he still is regarded a self made millionaire... his dads emerald mines in south africe didn't made it into that equation
Yeah, I'd probably use the ADTP-3-4 with a large landing can, but a xlarge lander can would be sweet. I think if you get the ramp into the large one I'll just use that one
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
so the mod that’s out now is useable right?
is that the same as github or newer
yes.. but github is the whole unity project
ahh
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
the medium i can not get the animation to work and it has no reentry effect atm and no sound
but it flys
nice well good work and good luck!
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..
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
the large and Xl are gonna have so many menu options lol
technically just one more button to upen the service bay
oh wait ya i forget ksp2 only has open close for that
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.
and of course the new feature for the large and xlarge modules exclusive.. the service/rover bay
and when folded up for atmosheric reenty everything is shielded within it's sleek silhouette
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
alright thats it for the next few hours i'm going to sleep. peace
damn can't sleep...
@void ridge Did you set a Root Motion Node in the animation tab of the import settings?
i'm using an armature for the animation since it has so many moving parts
ahhhh this drives me crazy
I dont think so.
ok.. and both components the animator and the module deployable are on the model game object right?
Edit your animation and verify path on the name of each gameobject , relative to the gameobjevt with Animator
i did animation editing in blender
but what do you mean with verify path on the name of each game object?
On animation in unity
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
you mean in this window?
or do you mean my .fbx file path?
my game object with the animator has no path
it's just an empty object called model
or do you mean i need an animator on each part that is animated on my prefab?
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
on animation object of your part
new leg design preview for the large module... still needs some more work
alright thank you i will try to make it work
those are just bones for rigging the mesh for animation
got ya
oooo
but you can just simplify it that would look really good even with minimal pistons
thats what i try to do.. make it more kerbal but still cool looking.. but every piston needs two end points at least which will need to be parented to the overall structure to rotate and then still expand.. don't have much room to work with and all the stuff must fit in there when folding up
maybe save that one for XL then?
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
ya the big bay is unique enough for the large rover tbh
maybe at most do a 2 piston with the large
well the two piston leg is already functioning... just wanted to give it a bit more unique aesthetics since the medium part already has piston legs
plus i always wanted to make a cool mechanical landing leg that folds
i also thought about the door... like since it its a round shape how about it simply slides instead of rotating downwards
could do
like this ... but smoother of course
i think that would be cool ya as long as there is a ramp
yeah sure how else are you sopposed to get in your rover
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
the further up the ramp can go the more floor space it gives
well it's a tight fit
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?
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.
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
well i think having a possibility to access the service bay would be nice to have... who knows maybe someone lands near a rover and before taking off again instead of leaving it behind could carry it to another destination or even another unexplored celestial body
i mean having the option is better than not having it
the ramp isnt the problem though
like a skycrane... i see your point
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... 😉
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?
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
another thing is you can't just put a rover in there. maybe we'll get something like kerbal inventory system or whatever that might come in handy to take with on missions
however being a reusable design at its core being able to return the rover and samples back would be useful
though if there was robotic parts ingame i could see having the ramp be an XL feature reserved for larger manned rovers
then if you wanted to recover with the large you could just use pistons and rotors
Another good use for that space is fuel tanks! You could easily have a variant that adds internal fuel tanks that fill that space
or just have a attach node that lets you stick in whaterver fits
but i could do some custom modules that would fit in there yes
Sure, it’s a reusable design, but the value of the rover is on the surface of some planet or moon. You may want to bring back the science samples but bringing back the rover is just nuts. They cost less to make than to launch. If you need another one just make it.
The attach node would be really helpful if the bay doors open on side and bottom so you could use the node to put a decoupler in there and hang the rover off that
so you mean it needs also a folding floor ^^
are you sure? 
You could do it with a ramp, but I’d rather just drop the darn thing
Yes! And that’s for a system that they don’t return!
I was specifically talking about "They cost less to make than to launch."
but honestly I don't see any reason why limit the users
Is there any real rover where they proposed returning the rover?
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
I understand that, but this seems more like facilitating crazy than limiting users
you know you're talking about KSP right
personally i see more the potential of what the space can be used on top of transporting a rover
the game where little green plant people who don't have any cities on the entire planet launch rockets to space
Ramp == yes, returning rover == silly
reusable rovers could be amazing for challenging missions like Jool 5
where you want to collect science from multiple biomes of each of the visited bodies
but also limit the mass and volume of carrying 5 various rovers
or launching multiple transfer rockets
and in the end i think once we get base building and other stuff it will be super handy to have a little trunk
Great example! If the mission further requires that the rover be returned to Kerbin then I’ll look for a way to edit the mission to delete the crazy part
😆
That said, it’s still a great example for why you might want to tote the rover from a to b
hmmm ... interplanetary towing service
this talk is making me excited to actually play the game
might have to continue my forever-stuck-at-Minmus campaign
and actually go somewhere
i barely have made it into the third tier of the tech tree
Haha me too!
It’s the modding curse
yep
We all stop there
😄
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
The good news is it's possible to access the service bay by foot... sooo i guess it's a drop ship module now ^^
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)
good to know i'm not alone
did you try autonomous rovers?
i did with the rovermate... but maybe with a smaller command unit.. that's a good idea. I will try it again tomorrow
mhmm tbh i wasn’t even thinking a seated rover would be able to fit
either way just a little deployment bay for science or mini satellites to deploy from is cool
very early preview of the ramp deployment animation
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
yeah a very tiny remote rover fits
and theres even space left for another passenger or a slightly bigger rover design
you could add some control seats and probably wouldn't even need a command module for the lander haha opens up whole new possibilities
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
nice! good work and take your time
Hope that's alright with the server rules. 🙂
So this part is a heatshield, cargo container, ramp, landing gear, and engine, whats next making it a battery too?
Tbh just make a variant with a command pod on top at this point and it's an all in one space ship
😂
So this mod hasn't released yet, has it? I just don't want to miss out! 🙂
is this a request? ^^
actually i don't know yet what will be the additional feature for the xlarge module
i'm open to ideas and suggestions.
technically still in the alpha phase... when feature complete there will be a beta release for collecting community feedback and bug fixing
Is it an open alpha? If so, where do I get it?
current struggle are the animations being done and configured to the parts but for some reason don't play in the game when triggered
(it's fine if it hasn't been published yet, I just don't want to miss out if it has)
ah, would that make it unusable currently, because (for example) the engines wouldn't open?
at the moment engines work even when retracted... once the animation works ingame this will be changed
got it, thanks!!!
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.
yeah the variant without the bay will have the equivalent of the smallest medium fuel tank
Nice! Doing a fuel option is easy, but also very handy.
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!!!!
no fuel
Okay put fuel and ec in there as well
I mean, it would basically be the same as Tundra Exploration Rodan
it's a crew capsule with engines, RCS, fuel, EC, etc.
except the heat shield with legs is a separate part
turrets for clearing hot LZs /j
oh ya the dragon capsule you mean
yup
that things not bad
Shotgun for defending yourself from bears when you land on kerbin
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
maybe the engine can have like an alternator that makes ablator
only if that’s not all a massive pain
A couple more notes in case the missing components are tech-tree related:
- 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!)
- I immediately quit and installed LFO, and the second launch it did not error out.
- I had already unlocked the entire stock tech tree prior to installing HIRE.
Thanks!
I'm pretty sure the parts don't have tech tree configuration yet
so you'll only see them in sandbox
if you make a bear mod i'll add the shotguns
ah, ok
when the engines are running yes but when you have the cooling active during reentry without running engines it needs to vent the used cryo fuel
but it's really just a very small amount of fuel used for that
Honestly a fauna mod would be very cool but also sounds complex
currently there is no way to set the condition for the resource converter to not use resources while engines are running
ooohhh yes
You land on eve, and the megabugs start breathing literal fire in your general direction
that ability is already added to the part to simulate the active cooling
the difference here is that the engine would make ablator by simply running
instead of converting it from fuel at all times
yeah but the engine module in the unity editor doesn't have the option
well, it's exactly what Module_Generator is for
it's used to generate EC when the engine is running
but only for electricity no?
ya dw too much if it’s a pain just wondering
so I'm pretty sure you can put any resource name in it
@finite oracle ahh the parts are in the engines category... and they should be right on top
three modules without images
wrong person lol
xD thanks+
np
and the parts won't show up there in exploration mode
since you don't have any tech tree config
ah yes of course only in sandbox
that was the issue there
actually i am trying to figure out what that error message means
i guess thats what keeps the animation from playing ingame
i checked the controller over and over again.. it is exactly set up as JiMKesa did with his parts
screenshot your controller
so what does the deploy_thrusters state look like?
Better question, what do those transitions look like
because an empty state has a parameter that's null or empty
or rather empty transition
but like, what does "parameter" even mean here
theres no empty transition+
well it looks like they all have empty names
nothing is filled in there
so that's probably why it says Transition ''
but my question is, what are transition parameters

but there isn't anything in there at JiMKesas controller
I'm not saying it has to have a name
no idea what i should put there
I'm just explaining why the log message says Transition '' (aka why it's "empty")
that's not the cause of the error
the parameters are set on l
the left of the screenshot... three types one is a bool parameter called "isDeployed"
then there is a trigger "reverseAnimStateChange"
can you screenshot all the three transitions that go from/to deploy_thrusters?
and a float for "playbackMul"
are you still getting the error?
it doesn't make much sense
it might be helpful to name the transitions so that it at least shows you which one has the error
you could just give them names like "deploy_thrusters->deployed_thrusters"
now i get a different error without having changed anything on the controller
I mean it makes sense that it can't get the game state when the game is not running
but why the fuck is the method called
or rather, why is Module_Deployable.Retract being called
no idea but my module deployable is exactly set up like the one JiMKesa has
ahhhhh wait a second... it is called because i used this
in the dropdown menu theres a extend retract option
i used them to get a hint what might cause the animation to not play ingame
oh lmao
yeah well i'm really running out of ideas what to try..
Did you name the transitions?
almost done
ok every transition is named.. but i don't think thats gonna change much with the animation not playing ingame
it won't, but it should show a better error message now
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
and the "Animator" component on the "model" game object
only difference i see is the root motion being checked on mine... but i already tried it without.. that wasn't the issue
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
and when i activate the deploy trigger its status value gets stuck "in motion"
Alright i fixed the animation state change not updating
God i wish this beautiful little space egg would stretch its legs
so this means the animation controller is triggered ... but why is there no animation playing
Normaly boolean isdeployed starts animation
yeah and since the controllers transition is triggered and the isDeployed parameter is set as a condition to be true i don't know why it doesn't play
i mean it completes the transitions otherwise it wouldn't change the state
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.
maybe if you can't get it just make places for the gear to snap to and make them seperate
like how the new glenn legs worked in KSP1
idk if that would be harder or easier
i don't know my code much lol thought it was an issue that was the interactions of things MB
i mean yeah i can try adding a simple animated part just with a module deploayble and nothing else
to see if that would work
just throwing ideas tbh you all know much more then i on this
but having seen how many components JimKesa added to his prefabs i don't think a simpler part would change much
all good i'm thankful for every idea because i'm slowly but surely running out of them
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
if it is still giving issues standalone then probably not worth
thats the current build if anyone likes to test it
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.
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
alright.. with a full belly and my second cup of coffee lets hunt those bugs
I will try to document here every step along the way in detail
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
that's seems ok
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
we will export this as i do with every other part including every mesh and the armature and applying all transformations
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
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
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"
next up we create the transitions between the states
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
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
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
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")
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)
for the next three transitions we repeat the process of the previous three transitions
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
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
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
as mentioned before because we don't have any conditions for this transition the "Has Exit Time" needs to be checked
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
then we add an "Animator" component to our model game object and select our new created controller
At last we add a "Module_Deployable" component to our prefab object and select our Animator of the "model" game object
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
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
then we save our scene and fire up our KSP2 Unity Tools to build it
and in the game the animation does not play
so whatever went wrong or is missing is not solved by creating a simpler part
If anyone has any idea how to solve this please let me know
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
If you want I'll be free on friday at the least to help you in VC for a longish period
yeah of course that would be awesome!
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
all four parts size comparison
Don't know which timezone you are in.. ping me when you are in the VC
Eastern
Ill be there in about an hour
Alright, maybe a bit more, need to grab breakfast real quick
hey no hurry take your time. i'm playing some ksp2 in the meanwhile
Everyone please give a round of applause to @keen stream for helping me solve the animation issue on my parts!
For anyone having the same issue: the solution was the animator component being added to the wrong game object
i will try to write a comprehensive guide for the wiki on how to proper configure animations
well to be honest Cheese deserves all the credits for finding the issue
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.
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...
this means the second animation of the landing gear can not be triggered separately
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
Module_Engine seems to have a DeployedModeAnimationStateShortName field (used in the stock deployable engines), could you maybe use that?
or make the landing gear animation being part of the thruster deployment
hold on let me check on taht
yeah, it's used for the low-thrust methalox engines with deployable nozzles
it triggers the animation when the engine is activated
not sure if it also retracts when you deactivate the engine though
but yeah it kinda seems like we will need a custom multi-stage animation module tbh
even if not specifically for this mod/part
you guys are genius!!!
this might be the solution
maybe i can set the activate deactivate animation for the thruster ring animation and the module deployable for the legs
And if you set your states correctly, the legs will only deploy if the engines are activated (even if it says deploying)
yeah that's what I was thinking
but you might want to disable the disable animator on completion thing again ... maybe?
probably
Because you are going to have 2 things controlling the same animator
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
wantDeployed
as far as i can see it checks for the same parameter there
yeah so it would need two separate controllers
or maybe i'm just too stupid right now to think
And then the engine uses multiple different values for the wantDeployed parameter
actually no
its a bool
yeah its a bool
and then you want engine mode 0 to not generate any thrust (this is the deactivated state)
and engine mode 1 to generate thrust (this is the activated state)
but i can just add another bool parameter and change it in the "Engine Mode is Deployed Param Name"
wait where are you looking at? ^^
the code itself
oh i see
but is the wantDeployed also a bool parameter?
yes
ok so this bool should be always true in order to make the engine not work in retracted state am i right?
so when this bool is true, is when your engine is activated
when this bool is false, is when your engine is deactivated
to make the engine not work, you need to make the deactivated engine mode not produce any thrust
oh i thought that's the "isDeployed" paramater doing
ohhh
that itself is driven by after going through want deployed
once the state is the same as the deployed state name
that is driven
but i guess i could change the parameter name and add a new bool named the same in the controller
wait hold on i can't follow
So want deployed is driven to true when the engine wants to be deployed
this would be the transition condition to the deploy state
is deployed is driven to true when the animator enters the state that is the same as DeployedModeAnimationStateShortName
I would personally ignore the isDeployed state from the module engine, because you don't have one valid "deployed" state
you have 2
or rather 4
deployed without gear
deployed extending gear
deployed with gear
deployed retracting gear
yes
but what if i use two different bool parameters for module_engine and module_deployable? like "thrusters_isDeployed" and "legs_isDeployed"??
still, the problem is how thrusters_isDeployed is actually driven
that would only be true for when your animator is in one specific state
Like for example currently
its basically if (state == "OPENED") isDeployed=true;
mh
🤔
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? ^^
Cant have multiple of the same module
ah ok
shall i add this to mod ideas? 😄
you can
it will definitely be necessary for more complex animations
even just stuff like launch towers
for example the Falcon transporter erector needs three states - erected, reclined by ~5° and completely retracted
plus if it also includes the clamp arm, another two separate animation states for that
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
yes!! this is exactly what i need
ahhh ok ok ok so if i rename the states in my controller like this the thrusters should be controlled by the activate/deactivate toggle of the module_engines?
The activate/deactivate toggle only drives wantDeployed
So you can always use that parameter
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
Wait, can you just have 2 separate animators
not on the same object
Ohh
and the module deployable only references one animator
and i still don't understand how exactly the module engine gets linked to an animator
Magic
enjoy your meal!
@frigid relic you never told me you are in the game
lmao
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..
isn't recursive always depth first?
nope
ahh shhhute
alright that would be a go then
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 ❤️
this didn't work...
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
@frigid relic when you've got some time to spare could you give me a crash course in how to set up basic plumes?
just the basics i know plumes are a vast topic
Wait ... would an lfo plume even work here?
it does
There are 32 or so different individual plumes needed tho, no?
#1202213563188650014 message
I think it works pretty well for the 24-nozzle version
#1092613573290754108 message
I made a video showing off the creation of a plume, it might help
Though I'll be of course happy to answer any questions
this is exactly what i needed gonna watch it right away
my first plume thank you for the video @frigid relic
cool!!
the video demo looks great...just release it alrady 🙂
assuming this is fully abandoned?
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.
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
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
I do remember some issues with the heat shield but not well enough to comment on that
who knows, maybe once Redux is out, you'll have some more motivation to pick this back up 
Yeah probably

