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Do we still need to deal with ModuleAnimateHeat? #20

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blowfishpro opened this issue Sep 16, 2016 · 2 comments
Open

Do we still need to deal with ModuleAnimateHeat? #20

blowfishpro opened this issue Sep 16, 2016 · 2 comments

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@blowfishpro
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https://github.com/KSP-RO/SolverEngines/blob/master/SolverEngines/EngineModule.cs#L61

It looks like ModuleEnginesSolver has a lot of special handling for ModuleAnimateHeat, however since KSP 1.0.5 most engines have moved away from that anyway. Do we still need this code?

@NathanKell
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Yes, we do. The point is to control the emissive animations. Stock swapped to FXModuleAnimateThrottle to handle emissives more like we already do. :)

We probably should make it generic however (via IScalarModule) rather than driving ModuleAnimateHeat in particular.

@blowfishpro
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blowfishpro commented Sep 23, 2016

Hmm, I'm having trouble finding any engines still using ModuleAnimateHeat except for a couple in RO. Switching to changing any IScalarModule could potentially have some unwanted side effects.

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