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valdimer

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Everything posted by valdimer

  1. Those are some smexy little decouplers you got there, although they do stack a bit wierd when attaching to the bottom node. It's as if the -Y node is set just a smidge to high. Maybe it's just me at 1am but i'll fart around with it and see if it's not just space dementia.
  2. KHAOSCORP: I'm really beginning to get the feeling with that, although I'd have to give Squad some credit. Unity has been the most unstable game engines i've ever worked with or played games on (minus Torque), but they're doing a rock solid job with their programming so far. Also I feel the need to ask, I've noticed some mods need to be installed directly into the KSP/Gamedata folder while others can just go in the KSP/parts folder...why is that?
  3. Oh and Khaoscorp, the mesh was always oriented in the right direction...turns out that that wasn't it but thanks for the advice!
  4. Hello fellow modders! I will be redoing the decoupler from start to finish! As it turns out I completely forgot to reset Xform in max. So to answer your question tiberion I somehow managed to not pay attention to my scale size and ALTHOUGH I thought I was working with the right scale (which by the numbers, I was) as it turns out I did do a universal scale, which Max then saves as a transform in the mesh. So in doing so, I probably could have had both nodes of the decoupler showing up, but after being translated from Unity into Kerbal, the part stack nodes were on TOP of each other. Your right as well Tiberion as the rescale value was at an EXTREMELY small scale. As it turns out, no matter how you rescale your mesh, the code for the nodes MUST still match up to the original size of the mesh, and since I didn't know the original mesh size because of the universal scale FUBAR, I couldn't fix it although I'm assuming my code probably would've looked something like "node_stack_top = 0.0, 47.0, 0.0, 0.0, 1.0, 0.0, 2" (yes my mesh turned out THAT huge! Just goes to show, PAY ATTENTION TO YOUR MESH SIZE WHILE MODELING and DOUBLE CHECK before entering into unity. But I did run a test cylinder model through WITH the correct size parameters and it worked like a charm! Can't be too mad though, it was my first attempt ever, and it wasn't a complete fail, plus you guys were INSANELY helpful! JEB LOVES YOU
  5. That makes me a sad panda....I wonder what could be wrong??? Everything seems to be in working order so why is this being such a bugger.
  6. Soo, I was searching through another mod called the Deep Space Mining pack, and they had decouplers in their mod as well. They seem to be having the same issue with their decouplers as I am having with mine. There is only one attachment node located on the bottom (-Y) axis. I wonder if this is something that hasn't found a workaround. You know, Jeb really picked a beast of a first part for me to try and create.
  7. KhaosCorp: Thank you for the speedy reply! So, anywho, I flipped it in max, re-exported to Unity, wrote it out with partools aaaand POOF! No change... I was just as surprised as you were, it doesn't make any sense. It should've at least pointed in the Y+ direction but for some reason it isn't....although Jeb did point out to me that in the code of the stock decouplers, they are labed 1 and 2, yet there is only 1 .mu file but there are 2 texture files while most of the other stock parts that I've flipped through, only have one.... am I missing something? Oh and yes, I double checked the direction of the model in Max just to make sure, and no change.
  8. Oh and by the way, If I am posting this in the wrong thread please inform me, and I apologize in advance. Jeb INSISTED that this is where I must go to ask for debugging tips.
  9. NoMrBond: I altered the vectors in the code, and no effect. I'm beginning to wonder i there is another configuration file I should be editing in order to make decouplers work correctly? BostLabs: Your Jeb is one hardcore mofo, if I could get my Jeb to do that, I wouldn't even bother with my decouplers niether.
  10. HELLO MODDING COMMUNITY! First of all I would like to thank all the fellow modders, add-on developers, plug-in writers, just basically everyone, including the game devs for not only making this game, but making it so accessable to the modding community! That being said, Jebediah and I have been working on a decoupler and I have been having a frighteningly hard time trying to get the decoupler to stack in the builder. It stacks fine in the -Y axis but doesn't in the +Y. In fact, now that I've mentioned it, since it only stacks in the -Y it means that the decoupler is upside down when it is selected from the Structural tab. Here is the code in case anyone is wondering. // --- general parameters --- name = TestDecoupler module = Part author = valdimer // --- asset parameters --- mesh = model.mu rescaleFactor = .04 // --- node definitions --- // definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z node_stack_bottom = 0.0, -1.0, 0.0, 0.0, 1.0, 0.0, 2 node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2 // --- FX definitions --- fx_gasBurst_white = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, decouple sound_decoupler_fire = decouple // --- editor parameters --- cost = 200 category = Structural subcategory = 0 title = TestDecoupler manufacturer = Infinity Space INC description = Basic branded decoupler. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,0,1,1,0 // --- standard part parameters --- mass = 0.4 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.2 angularDrag = 2 crashTolerance = 9 breakingForce = 200 breakingTorque = 200 maxTemp = 3400 fuelCrossFeed = True stageOffset = 1 childStageOffset = 1 MODULE { name = ModuleDecouple ejectionForce = 250 explosiveNodeID = top }
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