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Why wont my engine fly


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I modeled an engine and put the .mu file in the stock ltv 30 engine folder and replaced the mesh name in the .cfg file but when i stage my engine it just sits there making the running sound but not play fx or fly. In unity my game obj nor my mesh is static. In game it says its producing thrust but no fx or flight also the mass is stock ltv 3 value and if i suspend it in the air with launch stabilizer it just falls so my collision has nothing to do with it. PLS HELP

Edited by Recon420
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I don't know much about getting things to work (I'm more of a Module Manager kind of person), but can you post your .cfg file?

Its exactly the same as the stock lv-t30 except i changed the mesh name

 PART
{
name = NukeEngine
module = Part
author = NovaSilisko
mesh = NuclearEngine.mu
rescaleFactor = 1.25
node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -7.27403, 0.0, 0.0, -1.0, 0.0
fx_exhaustFlame_blue = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -10.3, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -10.3, 0.0, 0.0, 1.0, 0.0, flameout
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout
TechRequired = basicRocketry
entryCost = 3200
cost = 1100
category = Engine
subcategory = 0
title = LV-T30 "Reliant" Liquid Fuel Engine
manufacturer = Jebediah Kerman's Junkyard and Spacecraft Parts Co
description = Although criticized by some due to their not insignificant use of so-called "pieces found lying about", the LV-T series engines have proven themselves as comparatively reliable. The T30 model boasts a failure and rattly bits ratio below the 50% mark, this has been considered a major improvement over previous models by engineers and LV-T enthusiasts.
attachRules = 1,0,1,0,0
mass = 1.25
// heatConductivity = 0.06 // half default
emissiveConstant = 0.8 // engine nozzles are good at radiating.
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3600
stagingIcon = LIQUID_ENGINE
bulkheadProfiles = size1
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 215
heatProduction = 192
fxOffset = 0, 0, 0.8
EngineType = LiquidFuel
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 300
key = 1 280
key = 7 0.001

}
}
MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
}
MODULE
{
name = ModuleAnimateHeat
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 7
}
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.5
maxDistance = 30
falloff = 1.5
thrustTransformName = thrustTransform
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}
}

Edited by sumghai
Added [code] tags
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[MOD - Moved to Modelling and Texturing Discussion subforums, as this is the appropriate place to be asking this sort of question]

In Unity, add an empty GameObject named thrustTransform to your model, and make sure the -Z axis is pointing down.

Also, when posting CFG snippets on these forums, please remember to put them inside [noparse]

 and 

[/noparse] tags, to keep posts readable.

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[MOD - Moved to Modelling and Texturing Discussion subforums, as this is the appropriate place to be asking this sort of question]

In Unity, add an empty GameObject named thrustTransform to your model, and make sure the -Z axis is pointing down.

Also, when posting CFG snippets on these forums, please remember to put them inside [noparse]

 and 

[/noparse] tags, to keep posts readable.

Thank you very much and sorry for the inconveniences as im new to this forum. So THANKS Again

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