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[1.7.3]Pteron Micro Shuttle and Rescue Vehicle (0.7.0.0) Landing me softly [2020 04 19]


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Pteron (PMV)

Micro Shuttle and Rescue Vehicle
by Fruit Bat Industries

  Mod Version
KSP versionKSP-AVCLicense ccbyncsa476x22.png
SpaceDockCKANGitHubCurseforge
Validate AVC .version files


Texture and Logo work by Blackheart

CC 4.0 BY-NC-SA CC BY-NC-SA 4.0


Download on SpaceDock or Github or Curseforge. Also available on CKAN.

Pteron (PMV)

Pteron logo

Micro Shuttle and Rescue Vehicle for three (3) kerbals.

by Fruit Bat Industries

Mod Version KSP version KSP-AVC License ccbyncsa4 76x22.png

SpaceDock CKAN GitHub Curseforge

Validate AVC .version files


Texture and Logo work by Blackheart

Texture and Logo work by Blackheart

Preamble by @Sage Sagan:

I love Helldiver's KSO, but it got me thinking about the WEKA and the idea of a REALLY small lifting body shuttle(1.25m scale) for crew return and emergency returns from orbit. So after a few abortive attempts at Blender which resulted in the kind of design that should be drowned at birth, I decided to draw on a napkin at work(aren't those always the best designs?).

The idea ~would be~ [was] to keep a very low part count, so ideally it will consist of only 6-8 parts i.e. Fuselage,right and left winglets ,docking port,two oms engines. The OMS engines would be R.C.S fueled so they can share the same internal R.C.S. tanks as the thrusters. The shuttle will seat 2 Kerbals in a tandem configuration with hopefully RPM displays(2), as a place holder the MK2 cockpit IVA could be used as config is similar.

The shuttle, when fueled would weigh in at around 1.8 tonnes and due to it's size will fit in a 2.5m fairing which makes it much easier to launch especially for FAR uses. I picture it as being slightly wider that a MK2 cockpit. This is not shown on the sketch but the docking collar will fit on the rear8fBtsgg.jpg The compact size means it should fit in a 2.5m cargo bay for carrying on larger ships etc.

Youtube Review by @Kottabos Gaming

0.jpg
Support @Kottabos on Patreon

Some of the amazing modeling work of Daemoria

Some of the amazing modeling work of Daemoria

More inspiration

Test Flight!

Fruit Bat Industries mk I

More inspiration


Cabin notes:

  • WIP - work in progress
  • Would love someone to convert from FireSpitter to Stock and/or KSPWheel
  • Suspension is a little stiff for landing
  • I have not personally tested the patches
  • Have a request? Glad to have them, kindly submit through GitHub.

Full Changelog:

See ChangeLog for full details of mod changes


Known Issues:

See Known Issuues for any known issues


Installation Directions:

  • Use
    CKAN

Dependencies

  • [x] Kerbal Space Program ksp.json may work on other versions (YMMV)
  • [x] Firespitter required for wheels and retracting wheels. may cause bouts of dizziness.

Recommends

Suggests

Supports

Conflicts

  • none known

red box below is a link to forum post on how to get support
How to get support

License

aka Legal Mumbo Jumbo

Source: GitHub
License: License CC BY-NC-SA 4.0 76x22.png

All bundled mods are distributed under their own licenses
All art assets (textures, models, animations) are distributed under their own licenses

Original

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Source: GitHub
License: License CC BY-NC-SA 4.0 76x22.png


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Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

v1.0.0.0 original: 01 Oct 2019 zed'K | updated: 19 Apr 2020 zed'K
 
Edited by zer0Kerbal
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Reserved for Release Notes / Changelog Archive:

Mod Version
KSP version KSP-AVC License CC BY-NC-SA 4.0 CC BY-NC-SA 4.0
Validate AVC .version files


  • RELEASE from pre-release
  • adjusted Firespitter FSWheel settings to try and soften landings

See ChangeLog for full details of mod changes*
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

 

Spoiler

@zer0Kerbal zer0Kerbal released this 28 Mar 2020

Mod Version
KSP version KSP-AVC License GPLv3 CC BY-NC-SA 4.0
Validate AVC .version files


Version 0.5.0.0 - the pre-adoption party

  • Beta Release 09/09/2014
  • from original forum post's dropbox link

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

Test Flight! Fruit Bat Industries Pteron mk1

Test Flight! Fruit Bat Industries Pteron mk1


Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

 

Edited by zer0Kerbal
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Ready for beta

DO.NOT.USE.ON.LIVE.SAVES.
You have been warned.

 

I crash spaceplanes. period.

So need some lucky Kerbalnauts to try this out and see how well it flys!

 

@zer0Kerbal zer0Kerbal released this 1 minute ago

Mod Version
KSP version KSP-AVC License GPLv3 CC BY-NC-SA 4.0
Validate AVC .version files


Version 0.6.0.0 - >> pre-adoption by @zer0Kerbal

  • Beta Release 09/09/2014
  • from original forum post's dropbox link

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

0.6.0.0


Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

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Mini Puff engines don't attach anywhere on ship and cannot surface attach.  I used tweakscaled stock puffs for OMS

Coupling node decouples from the back of the ship, rather than decoupling attached fuel tanks.

Aerodynamics are so harsh that you cannot launch it on the front of a rocket.  The OP mentions a fairing, but Kliper did not plan to use one.  Placing it in a fairing makes it flyable, but requires a much larger/more expensive rocket.

Lift from the wings and fuselage is too high, compared to stock parts.  I was able to significantly increase my downrange flight by pitching up a few degrees, to the point that I nearly exited the atmosphere from a normal reentry setup.

CoM is very low, which makes the ship offset launch vehicle thrust significantly causing poor launch performance and basically requiring a hold prograde capable pilot or probe core.

RCS is out of position causing rolling when you translate in any direction.  Likely due to the low CoM.

Aerodynamics on reentry are terrible causing flipping and rolling immediately in even the tiniest atmosphere without the reaction wheel.  With the reaction wheel the ship still becomes highly unstable lower in the atmosphere.  I think the CoL is too close to the CoM as I was able to move the wings back a bit and get a flyable machine.

Yaw control is not working.  Pitch control is very weak, making the ship impossible to pitch up for a controlled landing.  Roll control is pretty good.  Wings show 78% of their wing area is used for control surfaces, which, looking at them visually, is way too high.

Control surfaces do not visibly move and wheels do not retract.

Wings have different max temps.  No overheating on reentry from LKO was noted.

Edited by overkill13
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@overkill13

hopefully this moves us closer! :D

Mod Version
KSP version KSP-AVC License GPLv3 CC BY-NC-SA 4.0
Validate AVC .version files


Version 0.6.1.0 - Brushing off the Construction Dust

  • Beta Release 2020 04 06
  • Thank you to @overkill13
  • apologies, forgot to include Firespitter as a required mod (wheels)
  • adjusted CoM +y
  • adjusted CoL +z
  • fix attachement for MiniOMS engines
  • fix decoupler node on docking port
  • max temps on wings different - gave them the same haircut
  • R/W on body from 5/3/3 to 5/-
  • controlpoint noseup20 to nosedown15
  • body skinMaxTemp from 2700 -> 2200
  • wings skinMaxTemp from 2700/2500 -> 2400
  • wings maxTemp from 2400 -> 2000
  • added breakingForce/Torque 200 to docking port
  • dockingport referenceAttachNode changed from top to bottom
  • dockingport staged changed to false, still can enable

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

Edited by zer0Kerbal
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Firespitter fixed the gear.  Engines work fine though I might argue the ISP is too high.

Wing areas are still 5 Body and 5 each wing.  This is unrealistically high compared to stock parts and quite a bit higher than necessary for the ship.  It still requires a fairing to launch, but that could probably be fixed with some fins at the bottom of the rocket if the wing area on the body and wings weren't so high.

I would suggest moving the CoM to the centre of the craft, front to back and move the CoL back a bit.  This will fix the RCS being off centre and be a bit more realistic with the shape of the wings.

I am unable to activate the staged decoupling on the docking collar though decouple node works fine in flight.

The attachment node on the docking port is quite a bit too far forward/up.  Lights on the docking port have a nice pattern, but only appear to be half working.

There's something wrong with the colliders.  The ship does not sit flat on the ground.  It looks like the nose wheel holds the ship up even when retracted, and the wing wheels don't seem to interact with the ground.

The control surfaces are not working at all for some reason.  No visual and no control authority.

The nose wheel has an odd handling point when being placed in the hangar.  The cursor is not on the part.  Grabbing the part after adding it to the craft seems to work fine, only happens when pulled from the part menu.

Yawing into the airflow seems to cause the ship to speed up.  Aero might need some work.

 

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On 4/7/2020 at 2:37 AM, overkill13 said:

staged decoupling

no longer provides decoupling - docking only. should be able to turn staged undocking in both editor and flight.

 

On 4/7/2020 at 2:37 AM, overkill13 said:

attachment node on the docking port is quite a bit too far forward/up

which node? the top or the bottom (one mating with craft, or the other) ? how far?

 

On 4/7/2020 at 2:37 AM, overkill13 said:

Lights on the docking port have a nice pattern, but only appear to be half working.

great modeling work on that detail. Should be able to light up two sets, but having issues getting both to work separately.

 

On 4/7/2020 at 2:37 AM, overkill13 said:

colliders

models, colliders, wheels are all beyond my abilities. apologies.

I had issues with (I presume) Firespitter causing this ship to spawn at over 1km off the ground.

will have another release shortly. have been preoccupied trying to get ODFC updated.

 

the MiniOMS engines - thought I saw a comment about ISP maybe a little high but the thrust was okay?

Edited by zer0Kerbal
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Mod Version
KSP version KSP-AVC License GPLv3 CC BY-NC-SA 4.0
Validate AVC .version files


  • Beta Release 2020 04 08
  • Thank you to @overkill13
  • More Dust, More Brushing

wings

  • ModuleLiftingSurface (deflectionLiftCoeff = 2.0 was 5.0)
  • ModuleControlSurface (ctrlSurfaceArea = 0.5 was 0.78)
  • added: CoMOffset = 0.0, -0.5, 0
  • added: CoLOffset = 0.0, -0.5, 0

body

  • ModuleLiftingSurface (deflectionLiftCoeff = 1.85 was 5.0)
  • CoMOffset change: 0.0, 0.0, 0.5 was 0.0, 0.8, 0.0
  • CoLOffset chane: 0.0, -0.5, 0.0 was 0.0, -1.5, 0.0

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

0.6.2.0


Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

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The bottom attachment node, where I would attach the launch vehicle, is part way inside the ship.  About half of a FL-T100 fuel tank or two full drags with the move tool.

Thrust is weak, but it's fine for the ship.  The ISP is a bit too high for a monoprop engine, particularly a small light one.  Stock small engines have relatively poor ISP and monoprop more so.  The full size Puff has 250ISP in vac.

The control surfaces on the wings are still completely non functional.  They worked in the first release but, now the only way to control the vessel is with the reaction wheel and RCS.

CoM has moved to the center lengthwise but back to the bottom of the ship heightwise.  It is once again uncontrollable due to torque from the launch vehicle engine.

Docking collar will "Decouple Node" in flight.  Port: Enable Staging is not available in flight or the editor.

Edited by overkill13
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@overkill13 thank you (again)!

excellent descriptions. helping allot!

apologies for delay; thank you for your assistance and patience!

 

@zer0Kerbal zer0Kerbal released this 2020 Apr 08

Mod Version
KSP version KSP-AVC License GPLv3 CC BY-NC-SA 4.0
Validate AVC .version files


  • Beta Release 2020 04 08
  • Thank you to @overkill13

shuttle body

  • CoMOffset change: 0.0, 0.0, 0.1 was 0.0, 0.0, 0.5

dockingport

  • shift node_stack_bottom -Y from 0.2163243 to -0.2163243
  • changed staged = false to true [ModuleDockingNode]
  • commented out extraneous items [ModuleDockingNode]
  • added back in stagingIcon

MiniOMS PMV-engine

  • changed thrust from 4 to 4.5
  • change vacuum ISP from 295 to 270 to remind it that its MP and inefficent. (same as it's big brother)
  • [ModuleGimbal] gimbalRange bumped from 1 to 3 (1/4 of full scale)
  • [ModuleGimbal] commented out gimbalResponseSpeed and useGimbalResponseSpeed (don't know if #'s higher better or worse)
  • to reflect increased thrust: changed rescaleFactor from .25 to .33
  • to reflect increased size: increased mass from 0.02 to 0.025

PMV-nose-gear (SmallGearBay)

  • re-add skinMaxTemp = 2700 - hopefully it sticks this time
  • removed weird appendix attachRules = 1,1,1,1,1,0,0,0????
  • removed DRAG_CUBE to see if that helps with it sleeping THIS far above the covers

wings

  • commented out KSP calc DRAG_CUBE
  • change ctrlSurfaceArea to 0.5 from 0.78 *
  • change dragCoeff to 0.5 from 0.3 *
  • toggle deploy to false
  • * : from 0.5.0.0 version

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

0.6.3.0


Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

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Docking port staging is working.  The icon is for aerodynamics, but the decoupling function works.

Rear RCS is not working now.

CoM is higher but still too low.  The height was good in 0.6.1.0 but it was too far forward there.

Control surfaces on the wings are working again.  Pitch authority is too low to fly the ship.  There is no yaw control and rolling tends to cause the ship to flip around without use of the reaction wheel.

Left wing doesn't seem to heat up on reentry.

 

I pulled a bunch of my part mods and played around with the cfgs.  WOW!!! I forgot my game could load this fast.

CoM 0.0, 0.0, 0.0 works quite well for the body.  Still a little off centre, but controllable.

Sadly, I just spent all night trying to make the lift work, but I just can't get it to function properly.  I compared to a short Mk2 Spaceplane with just cockpit, fuel tank and AV8 winglets, but I cannot understand what is wrong.  I know the control points aren't far enough from the CoM, but I just can't make them work.  I think the model is just too short.

Hopefully someone with more aerodynamic experience can do something with this.

I managed to make it flyable with this:

Body

CoMOffset = 0.0, 0.6, 0.0
CoLOffset = 0.0, -0.1, 0.0

deflectionLiftCoeff = 2.5

Wings

CoMOffset = 0.0, 0.0, 0.0
CoLOffset = 0.0, -1.3, 0.0

ctrlSurfaceArea = 0.90
deflectionLiftCoeff = 3.0

Comment out the Lifting Surface.  It's odd to see a control surface also contain a lifting surface module and you want all your lift to be capable of redirecting the craft.

This leaves it unstable with SAS and the RCS isn't lined up quite right, though I found it a bit off regardless of what I did with the CoM

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again, thank you. working through this.

initial comment - deflectionLiftCoeff (AFAIK) only is in ModuleLiftingSurface, and has no effect anywhere else - kindly correct me if I am mistaken.

3 hours ago, overkill13 said:

deflectionLiftCoeff = 2.5

3 hours ago, overkill13 said:

deflectionLiftCoeff = 3.0

more as I work through this next update.

3 hours ago, overkill13 said:

Docking port staging is working.  The icon is for aerodynamics, but the decoupling function works.

excellent. yes, I changed the icon from the standard to 'WINGLET' to have it stand apart. Soon I might have another way to help differentiate staging icons for different things.

3 hours ago, overkill13 said:

Rear RCS is not working now.

that is peculiar. I didn't touch them - and if one works, they all should (on the same part). maybe they think they are shielded?

3 hours ago, overkill13 said:

CoM 0.0, 0.0, 0.0 works quite well for the body.  Still a little off centre, but controllable.

...

CoMOffset = 0.0, 0.6, 0.0

confused. which?

3 hours ago, overkill13 said:

Comment out the Lifting Surface.  It's odd to see a control surface also contain a lifting surface module and you want all your lift to be capable of redirecting the craft.

This leaves it unstable with SAS and the RCS isn't lined up quite right, though I found it a bit off regardless of what I did with the CoM

done.

:blush: oops, think I found that cause. mismatches RCS thrusterPower: one had 0.75 the other 0.58

pushing out a release.

Edited by zer0Kerbal
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Mod Version
KSP version KSP-AVC License GPLv3 CC BY-NC-SA 4.0
Validate AVC .version files


Version 0.6.4.0 - Polishing the Mirrors

  • Beta Release 2020 04 10
  • Thank you to @overkill13

body

  • commented out CoMOffset change: 0.0, 0.0, 0.0 was 0.0, 0.0, 0.1
  • CoLOffset change: 0.0, -0.1, 0.0 was 0.0, -0.5, 0.0
  • commented out [ModuleLiftingSurface]
  • deflectionLiftCoeff: to 2.5 from 1.85
  • commented out DRAG_CUBE
  • [ModuleRCSFX] shieldCanThrust changed to true from false

wings

  • mismatched [RCSFX] thrusterPower (left was 0.75 right was 0.58) now both 0.75
  • commented out [ModuleLiftingSurface]
  • [ModuleControlSurface] ctrlSurfaceArea to 0.90 from 0.5
  • commented out CoMOffset was 0.0, -0.5, 0
  • changed CoLOffset to 0.0, -1.3, 0.0 from 0.0, -0.5, 0
  • changed [ModuleControlSurface] deflectionLiftCoeff to 3.0 from 0.5

dockingport

  • attempting to get both sets of lights working
  • commented out DRAG_CUBE

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

0.6.4.0


Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

 

Edited by zer0Kerbal
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Sorry I was typing out the message and adding as I played around with the settings.  As a result there is some confusion and redundancy in my post. 

ModuleLiftingSurface  is used for fixed wings and body lift, or basically anything that does not move for control.  The main body will require the lifting surface if it is intended to be a lifting body.

ModuleControlSurface is used for wing parts that have some component for pitch/roll/yaw control.

It is quite unusual or even unheard of to have both on a single part.  Even stock parts that are just basically wings with small elevators/ailerons/rudders on them only use the Control Surface.  I only intended for the Lifting Surface to be commented out of the wings as they have a control component and control surface module already.

No, deflectionLiftCoeff is used in both Control and Lifting Surfaces.  It indicates the strength of the lift vector modified by forward airspeed.

I made an error regarding the RCS.  The rear RCS ports are on the wings, and I was using RCS Build Aid with only the body and not seeing the rear vectors, because the wings were not attached yet.  I will look at the exact balance and get back to you.

I would prefer 0,0,0 but the wings need the CoM to be forward so that they can provide sufficient control.  0.0, 0.6, 0.0 provides the necessary distance.

 

 

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Got a nice flyable machine now.

Pull request/commit/fork/I don't know what I am doing, sent to GitHub.

A little unstable at speed with SAS but not terrible.

Gear needs fixing because it is not landable at the moment.  The docking port breaks off guaranteed.  It does do a fun little nose dive on belly flopping though.

I hate the RCS ports, especially that extra one up front on top of the nose, but even thrust all around provides a decent balance.

Control from here on the docking port faces the front of the craft.  This makes using DPAI impossible.  Docking port does dock to standard size docking ports.

Edited by overkill13
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https://help.github.com/en/github/collaborating-with-issues-and-pull-requests/creating-a-pull-request

1 hour ago, overkill13 said:

Pull request/commit/fork/I don't know what I am doing, sent to GitHub.

from your branch [ overkill13-patch-2 ]

into my repo 

:D

I should be able to fix the last couple things shortly.

2 hours ago, overkill13 said:

Control from here on the docking port faces the front of the craft.  This makes using DPAI impossible.  Docking port does dock to standard size docking ports.

this should be fixed now - matter of swapping node names - top <-> bottom. If it had a commandModule in it - it would be easier.

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5 hours ago, overkill13 said:

Sorry I was typing out the message and adding as I played around with the settings.  As a result there is some confusion and redundancy in my post.

nothing to apologize for.

am very happy for the assistance.

Really want more players to do this with mods I have adopted. No feedback = nothing needs to change ... therefor nothing will.

5 hours ago, overkill13 said:

ModuleLiftingSurface  is used for fixed wings and body lift, or basically anything that does not move for control.  The main body will require the lifting surface if it is intended to be a lifting body.

ModuleControlSurface is used for wing parts that have some component for pitch/roll/yaw control.

It is quite unusual or even unheard of to have both on a single part.  Even stock parts that are just basically wings with small elevators/ailerons/rudders on them only use the Control Surface.  I only intended for the Lifting Surface to be commented out of the wings as they have a control component and control surface module already.

No, deflectionLiftCoeff is used in both Control and Lifting Surfaces.  It indicates the strength of the lift vector modified by forward airspeed.

thank you.

5 hours ago, overkill13 said:

I made an error regarding the RCS.  The rear RCS ports are on the wings, and I was using RCS Build Aid with only the body and not seeing the rear vectors, because the wings were not attached yet.  I will look at the exact balance and get back to you.

well then, balances out the error I made then in having un-balanced RCS in the wings. :D

2 hours ago, overkill13 said:

Got a nice flyable machine now.

that.is.wonderful.news!

2 hours ago, overkill13 said:

Gear needs fixing because it is not landable at the moment.  The docking port breaks off guaranteed.  It does do a fun little nose dive on belly flopping though.

how - what is wrong with the gear?
nose - wing or both?
do they just need more superglue (stronger node attach strength?)

I can see the look on Val's face! the look of horror on Bob's!

More superglue needed on the docking port?

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@zer0Kerbal zer0Kerbal released this 2020 Apr 10

Mod Version
KSP version KSP-AVC License CC BY-NC-SA 4.0 CC BY-NC-SA 4.0
Validate AVC .version files


  • Thank you to @overkill13
  • accepted PR from @overkill13
  • see PR/merge from overkill for specific changes
  • cleaned out commented code

body

  • incoming changes from @overkill's PR
  • UNcommented out [ModuleLiftingSurface] :)

wings

dockingport

  • commented out DRAG_CUBE
  • reversed names of top/bottom nodes to fix 'Control from Here' issue
  • attempting to get both sets of lights working
  • split 'LightAnim" -> 'LightAniA' and 'LightAniB' in .mu
  • put special sauce back in (uncommented in [ModuleDockingNode])
  • added more Kyanoacrylate: breakingForce 200 -> 300
  • added more Kyanoacrylate: breakingTorque 200 -> 300

PMV-nose-gear (SmallGearBay)

  • added more Kyanoacrylate: breakingForce 150 -> 300
  • added more Kyanoacrylate: breakingTorque 250 -> 300

See Full Changelog for full details of changes
See Known Issues for known issues


red box below is a link to forum post on how to get support
How to get support

68747470733a2f2f73332e75732d776573742d32


Be Kind: Lithobrake, not jakebrake! Keep your Module Manager up to date

Edited by zer0Kerbal
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3 hours ago, overkill13 said:

I don't think I changed the nose wheel.

oh, then never mind the dripping gobs of Kyanoacrylate . :o (misplaced dangling participant)

 

I have two things left after @overkill13 finishes, then will release.

One has to to with SIL, the other..

Am trying to find someone to convert the wheels from firespitter to KSPStock and optionally KSPWheel.

Any other patches are welcome to be submitted. :D

Edited by zer0Kerbal
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I think I'm happy with it now.  Change all three deflectionLiftCoeff to 0.8.  It's flyable and landable, but it's a bit tough.

Docking port control from here still points forward.  Rotation needs to be set to 0, 0, 0, but it messes with the attachement nodes.  I tried using the version from 0.6.0.0 with the rotation changed, but the nodes are still out of whack.

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