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CaptainHair

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Everything posted by CaptainHair

  1. I\'ve tried moding the node up as high as 5m, no luck // --- general parameters --- name = stack7couplerCH module = Strut author = Captain Hair // --- asset parameters --- mesh = stack7couplerCH.DAE scale = 1 texture = stack7couplerCH.png specPower = 0.1 rimFalloff = 3 alphaCutoff = 0.0 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_top = 0, 0.5, 0, 0.0, 0.0, 0.0, 2 node_stack_bottom01 = -1, -0.5, 0, 0.0, 0.0, 0.0 node_stack_bottom02 = -0.5, -0.5, 0.866, 0.0, 0.0, 0.0 node_stack_bottom03 = 0.5, -0.5, 0.866, 0.0, 0.0, 0.0 node_stack_bottom04 = 1, -0.5, 0, 0.0, 0.0, 0.0 node_stack_bottom05 = 0.5, -0.5, -0.866, 0.0, 0.0, 0.0 node_stack_bottom06 = -0.5, -0.5, -0.866, 0.0, 0.0, 0.0 node_stack_bottom07 = 0, -0.5, 0, 0.0, 0.0, 0.0 // --- FX definitions --- // --- editor parameters --- cost = 680 category = 2 subcategory = 0 title = 'Showerhead' 1-7 Coupler //manufacturer = O.M.B. Demolition Enterprises description = Showerhead // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 stackSymmetry = 2 // --- standard part parameters --- mass = 0.5 dragModelType = default maximum_drag = 0.5 minimum_drag = 0.5 angularDrag = 5 crashTolerance = 15 maxTemp = 3500 fuelCrossFeed = True // keeps fuel from flowing FROM the bottom nodes (prevents stack imbalances and such) NoCrossFeedNodeKey = bottom Heres what my part.cfg says so far, was stupid of me not to include this in the main post! I\'m still not sure what the 2nd set of nodes do, either. I know the first... oh. Mid-typing I just realised, could the 2nd set of numbers for the nodes by for rotation? Could that by why it won\'t attach? If it is, I\'m going to feel like a fool. EDIT: Oh man I am a silly billy! They WERE rotation figures! Apart from the slight scaling issues (still no clue why its so big, any ideas?) it works just dandy! Thanks very much EDIT2: Oh, turns out that I was mistaken. The large parts are only 2m! No scaling issues then
  2. Been wanting to get into modding KSP and finally delved in, got a slight problem with my test mesh though. First problem, it won\'t attach to any of the nodes. I\'ve scaled down the collision mesh to about 50% so I\'m pretty certain thats not the issue. Unit scale is in meters so getting the part.cfg node info wasn\'t a problem, but they still don\'t attach. Also, the part appears to be off-scale slight, not sure why. It exported 1.0 scale and the top of the disk is 3m wide exactly. But its as if its scaled up to 3.2m, unless the 3m parts ingame are actually 2.8m? I\'ve reset Xform on both part mesh and node_collider. Also, is there a correct way to get the model the correct way up in the game? I had to rotate the meshs pivot 90 degrees on the X axis, seems to do the job fine. Thanks very much for any help
  3. I really like the crewtank, but for some reason it doesn\'t like to be rotated? I was trying to make it so the ladder sections line up with a single side of the ship, but if I rotate the crewtank I can\'t get my kerbals back out because the hatch is obstructed Its still a really neat part, I\'ll have a fiddle around some more and see if I can find a soloution. EDIT: doh, sorry, hadn\'t read the thread properly, I think its already known.
  4. Oh man, thats a sweet update. The wheel glitch took me hours to figure out, I thought it was a problem with my bigtrak having an SAS unit attached. Gonna go try out the new jets now, I\'ve been doing it the manual way for a while: http://i.imgur.com/mgIyP.jpg
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