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Custom fuel tank not loading/winglet not rotating


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Hey guys,

I\'m working on a few custom parts. I managed to import one just fine, (well, it doesn\'t vector but that\'s a different question) but the one i\'m working on right now gets stuck at the loading screen, with the 'Loading...' still flashing.

Last time this happened to me it was because there were no materials assigned to my objects in my 3d program. However this time there are definitely materials.

The only thing I could think of is that my actual object sticks out a little from the collision mesh but this shouldn\'t be a problem, should it?

Any other ideas you might have for troubleshooting would be very helpful.

Thanks!

UPDATE:

Fuel tank works, now I\'m trying to figure out why my winglets won\'t rotate. I copy and pasted the part file from one of the original winglets. Any help is much appreciated.

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I copy and pasted from the vanilla fuel tank, just changed things like texture, node positions, obj file.

Did you change the name = line in the part.cfg file?

If not, that\'s why it\'s not loading. That value has to be unique in the parts directory to ensure that all the objects you want to load will load.

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Hi TerranCmdr, I had this happen to me with a part that was working fine, I\'m not sure what caused it but I deleted a virtice that was just floating around, I must have moved it without realizing and it wasn\'t attached to anything, but after that the model wouldn\'t load, I was forced to restart the project.

Another thing you can try first is redo all your UV maps, as if one part is missing its UV KSP doesn\'t like to build it.

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No problem, I\'ll post it up when I get home today.

Edit: Here it is, I think I\'m just going to remodel and see if that does it.



// Kerbal Space Program - Part Config
// FL-T500 Fuel Tank
//

// --- general parameters ---
name = klego_fuel1
module = FuelTank
author = Terran

// --- asset parameters ---
mesh = fuel1.obj
scale = .5
texture = grey.png
specPower = 0.1
rimFalloff = 3
alphaCutoff = 0

// --- node definitions ---
node_stack_top = 0.0, 0.0, 1.138, 0.0, 0.0, 1.0
node_stack_bottom = 0.0, 0.0, -1.249, 0.0, 0.0, 1.0
node_attach = 0.0, 0.972, 0.0, 0.0, 0.0, 0.0, 1.0


// --- editor parameters ---
cost = 550
category = 0
subcategory = 0
title = Klego fuel tank
manufacturer = KLEGO
description = A LEGO fuel tank!
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,1,1,1,1

// --- standard part parameters ---
mass = 2.5
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.3
angularDrag = 2
crashTolerance = 6
maxTemp = 2900

// --- fuel tank parameters ---

fuel = 500.0
dryMass = 0.3
fullExplosionPotential = 0.9
emptyExplosionPotential = 0.1

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// Kerbal Space Program - Part Config

// FL-T500 Fuel Tank

//

// --- general parameters ---

name = fueltankklego

module = FuelTank

author = Terran

// --- asset parameters ---

mesh = fuel1.DAE

scale = 0.1

texture = grey.PNG

specPower = 0.1

rimFalloff = 3

alphaCutoff = 0

// --- node definitions ---

node_stack_top = 0.0, 0.0, 1.138, 0.0, 0.0, 1.0

node_stack_bottom = 0.0, 0.0, -1.249, 0.0, 0.0, 1.0

node_attach = 0.0, 0.972, 0.0, 0.0, 0.0, 0.0, 1.0

// --- editor parameters ---

cost = 550

category = 0

subcategory = 0

title = Klego fuel tank

manufacturer = KLEGO

description = A LEGO fuel tank!

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,1,1,1,1

// --- standard part parameters ---

mass = 2.5

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.3

angularDrag = 2

crashTolerance = 6

maxTemp = 2900

// --- fuel tank parameters ---

fuel = 500.0

dryMass = 0.3

fullExplosionPotential = 0.9

emptyExplosionPotential = 0.1

Just copy paste that and it should work. Also, save your mesh as a DAE file. KSP seems to like those better. Changed the mesh to look for in the config. Good luck with your parts!

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Figured it out! I had an extra set of coordinates under my node_attach, now it works just fine! Thanks for all the help guys!

Now... can anyone help me figure out why my winglet doesn\'t rotate? Is there some extra node I am leaving out?

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It pivots PARALLEL to the X axis, but AT the pivot point or origin of the object named 'obj_ctrlSrf'

So rotate and move the mesh so the rotating edge of the surface is on the pivot; then you can move the object (pivot and all) to line up with the other parts of the wing. This is done in Edit mode and then Object mode in Blender (and be sure to apply scaling and rotation on the object itself too before trying to align things (Ctrl+A))

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I\'m working in Max, do I need to do anything different with my pivot point? My connecting point is centered on the x axis, and my ctrlSrf\'s pivot point is centered on the x axis. I have a feeling this might have something to do with my .obj export as opposed to .dae.

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