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Hello. I'm trying to create a custom part mod for KSP 2 but I'm not 100% sure how to set everything up so that my custom part will show up in-game without any problems. The images below show what I have so far in Unity. I know there is a creating custom parts section on the SpaceWarp documentation, but some parts of it are a little hard to follow.
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Mat's Aerospace Allotment - Kerbalised Soyuz Mod v0.9 ARTICHOKE SPACECRAFT AND LAUNCH VEHICLE v0.9 (Stock-a-like / Kerbalised Soyuz mod) By DairyLee Hello Everyone! So in my spare time, I have been making a Kerbalised Soyuz mod. It started as just a small scale thing to mess about in unity and ended up being a complete (ish) Soyuz spacecraft and launch vehicle. It's far from finished, especially when it comes to behind the scenes config stuff, but I wanted to let people try it So what does this mod feature? Well we've got 11 or so parts to build a Soyuz or Progress Spacecraft as well as 13 parts to build a launch vehicle (this includes some adaptors to make the parts fit better with stock bits!) The actual art style should keep most of it looking pretty stock-a-like and for usability it's not a faithful recreation of any part of the real life vehicle. In terms of size it's bigger than Tantares and small than the HGR parts, the upper stage is 1.875m and the rest has bee scaled around that. The command capsule and orbital module both have internal views and I have tried to animate all the bits and bobs around the spacecraft, so the comms antenna, solar panels, docking port and service module engine cover all move, open and close. There's also craft files for the manned and unmanned spacecraft. Also, the two adaptors aren't in the above images because I forgot... To Dos Still lots of work needed. I need to sort the science/R&D side of things and balance the configs a bit. The cost of parts needs work. Want to add some more parts for this too. Improve localisation is on the list of to do's. More engine variants. Have the 1ST-R tank with a flat variant bottom for standard KSP parts to fit. Improve general usability with vanilla KSP. Work on detail/greebling. Requirements Needs BDAnimationsModule (BahaSP) - Available HERE - (Not Included in my mod's download) DOWNLOAD CurseForge Spacedock License This work is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. ----------------------------- The work I do is solely for my own enjoyment and knowing others get to share the fun by downloading my work is reward enough but if anyone ever wants to say "thanks" by paying for a coffee to keep me going they can click: donate
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- dairylee
- custom parts
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So I am trying to create Space-X's Starship in the game. I attach the ModuleDockingNode in the part's configuration file but in the game I can't see the decouple node option. I can see all the other options just not that one. But I can see it on the opposite side docking port I have connected it to. So what seems to be the problem. As fas as I can tell everything is done correctly. I thought maybe it was the NodeSize because it was size3 but even with the same piece attached to one another it still wouldn't do anything. PART { name = superHeavy module = Part author = Rukongai mesh = SuperHeavy.mu rescaleFactor = 1 node_stack_top = 0.0, 34, 0.0, 0.0, 1.0, 0.0, 3 node_stack_bottom = 0.0, -33, 0.0, 0.0, -1.0, 0.0, 3 TechRequired = start entryCost = 46600 cost = 13000 category = Propulsion subcategory = 0 title = Super Heavy manufacturer = Space-X description = The pinnacle of Space-X boosters. This beast equipped with 37 Raptor engines is capable of lifting over 5000t to orbit. attachRules = 1,1,1,1,0 mass = 200 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 1000 breakingTorque = 1000 maxTemp = 5000 bulkheadProfiles = size3, srf tags = fuel fueltank ?lfo propellant rocket berth capture connect couple dock fasten join moor rockomax socket MODULE { name = ModuleDockingNode referenceAttachNode = top nodeType = size3 stagingEnabled = False } RESOURCE { name = LiquidFuel amount = 300000 maxAmount = 300000 } RESOURCE { name = Oxidizer amount = 360000 maxAmount = 360000 } }
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I just started making custom parts, I would love to have a detailed guide on making parts like solar panels and engines from start to finish. I have basic experience with blender, But I am lacking in texture skills (I know how to do it, I need more info). I would need a in depth Guide to making detailed textures. My focus will mainly be engines, I need to know how to make animations for engine gimbal and solar panels, and how to make engine shrouds. I would also like a guide to making part variants, They are so cool but so hard to understand in Blender/Config files As for config editing, I am fine with everything but part variants. Any replies is amazing appreciated