Comments (7)
So either ModuleAnimateGeneric or any IScalar that is set to start in "open" position does this. Hm... I didn't see this with stock legs.
from groundconstruction.
Legs (and wheels) have dampeners and some extra code to add stand-ins. The base could spawn a few meters up (to be safe), since most drops will be fine (emphasize most), or we can go the velocity killing route (or at least dampen by a large percentage). I think the latter makes the most sense.
from groundconstruction.
Is there a chance that dampening will force animated colliders into the ground, resulting in explosion?
from groundconstruction.
I think the current issue is the speed at which they are playing (with the lack of a stand-in).
Maybe a simple vessel module that when kicked on, dampens all velocity for a few seconds - that should solve the issue.
from groundconstruction.
Actually... what I can do is whip up something like that and check it in, then we give it a go. You would just need to set a flag when the kit is deployed
from groundconstruction.
That would be great. I have no experience with vessel modules, and still can't work much. On the other hand, the code that does that should be easy to move to the ModuleConstructionKit, to act upon launched vessel directly.
from groundconstruction.
Implemented velocity easing after launch inside the ModuleConstructionKit itself.
from groundconstruction.
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from groundconstruction.