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ksp loads 2 of the same part


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Hey guys! So I just started playing around with Blender and Unity today for the first time to make a mod, but for some reason ksp loads 2 of the same part. Sorry if this issue has already been discussed on the forums, but I couldn't find anything.  

http://imgur.com/PghuiNt

// --- general parameters ---
name = Pod4
module = Part
author = Neverhood

// --- asset parameters ---
mesh = Pod4.mu
scale = 1
rescaleFactor = 1

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -0.6, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, 0.55, 0.0, 0.0, 1.0, 0.0, 0
bulkheadProfiles = size1, size0
CoPOffset = 0.0, 0.5, 0.0
CoLOffset = 0.0, -0.35, 0.0
CenterOfBuoyancy = 0.0, 0.5, 0.0
CenterOfDisplacement = 0.0, -0.3, 0.0
buoyancy = 1.5
buoyancyUseSine = False

// --- editor parameters ---
TechRequired = start
entryCost = 0
cost = 750
category = Pods
subcategory = 0
title = Pod4
manufacturer = Neverhood's junkyard
description = Will this ever work?!?

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,0

// --- standard part parameters ---
mass = 0.7

dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 14
maxTemp = 1200
skinMaxTemp = 2200

skinInternalConductionMult = 0.625
heatConductivity = 0.1 // 5/6ths default

vesselType = Ship

// --- internal setup ---
CrewCapacity = 1
tags = capsule cmg control ?eva fly gyro ?iva moment pilot react rocket space stab steer torque
INTERNAL
{
  name = Pod4Int
}

MODULE
{
	name = ModuleCommand
	minimumCrew = 1	
}
RESOURCE
{
	name = ElectricCharge
	amount = 100
	maxAmount = 100
}

MODULE
{
	name = ModuleReactionWheel
	
	PitchTorque = 5
	YawTorque = 5
	RollTorque = 5
	
	RESOURCE
	{
		name = ElectricCharge
		rate = 0.25
	}
}

MODULE
{
	name = ModuleScienceExperiment	
	
	experimentID = crewReport
	
	experimentActionName = Crew Report
	resetActionName = Discard Crew Report
	reviewActionName = Review Report
	
	useStaging = False	
	useActionGroups = True
	hideUIwhenUnavailable = True	
	rerunnable = True
	
	xmitDataScalar = 1.0
	
	usageReqMaskInternal = 5
	usageReqMaskExternal = -1
}
MODULE
{
	name = ModuleScienceContainer
	
	reviewActionName = Review Stored Data
	storeActionName = Store Experiments
	evaOnlyStorage = True
	storageRange = 1.3
}

RESOURCE
{
	name = MonoPropellant
	amount = 25
	maxAmount = 25
}

MODULE
{
      name = FlagDecal
      textureQuadName = flagTransform
}

MODULE
{
	name = ModuleConductionMultiplier
	modifiedConductionFactor = 0.003
	convectionFluxThreshold = 3000
}

MODULE
{
	name = ModuleAblator
	ablativeResource = Ablator
	lossExp = -9000
	lossConst = 20
	pyrolysisLossFactor = 1000
	reentryConductivity = 0.01
	ablationTempThresh = 800
	charMin = 1
	charMax = 1
	charAlpha = 1		
}
	
RESOURCE
{
	name = Ablator
	amount = 200
	maxAmount = 200
}

}

 

INTERNAL
{
	name = Pod4Int

	MODULE
	{
		name = InternalSeat
		seatTransformName = pilotSeat
		allowCrewHelmet = false
		
	}



}

 

Edited by Neverhood
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17 minutes ago, NecroBones said:

 

You mean two copies of the pod are spawning on the launch pad? I've never heard of that happening. Strange.

 

 
 
 

Yes, I've tried with 3 other models since I posted this and still no luck!

14 minutes ago, martinezfg11 said:

Are your internals set with the correct layers?

 

 

 
 
 

This is what I used for layers

16 Kerbals

20 Internal Space

21 Part Triggers

Edited by Neverhood
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So I've narrowed down the problem. Two copies of the pod spawn on the launch pad whenever I include the internal.cfg file in the folder and get the kerbal portrait for EVA and stuff, but I still don't know how to fix it. Any ideas what could be the problem? 

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If you don't specify a mesh in a config KSP compiles configs with the first MU it finds in the same folder as the config file. Your Part and Internal configs are both loading the same MU in game, since the external mesh isn't set to layer 16 or 20, your Internal spawns the external mesh, but oriented to IVA scene space and doesn't move with the vessel. 

Your Internal config needs to be in a separate folder with it's own MU and Texture, or use MODEL{} to specify the actual internal MU (which should be set to layer 16 or 20 before export), and Texture(s) which can be shared. 

As best practice you should use MODEL{} in all configs, PART{}; INTERNAL{} and PROP{}

MODEL{
model = MyMod/fullPath/model
texture  = textureName, MyMod/fullPath/textureName  //repeat for as many textures that you're referencing from different folder location than the MU file
}

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9 minutes ago, nli2work said:

If you don't specify a mesh in a config KSP compiles configs with the first MU it finds in the same folder as the config file. Your Part and Internal configs are both loading the same MU in game, since the external mesh isn't set to layer 16 or 20, your Internal spawns the external mesh, but oriented to IVA scene space and doesn't move with the vessel. 

 

Good catch!

 

To add some detail: if there is more than one thing in the same folder, they MUST use the "MODEL { }" syntax to specify which MU to load, because the "mesh =" syntax is pretty much ignored, using the last MU found in the folder. The "mesh" line always assumes that the single part is the only thing in the folder.

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