Jump to content

Resizing parts along one dimension


Recommended Posts

How best to stretch a part along one axis/dimension for parts that don't use a model node? Do I need to add a model node?

If you want specifics, I want to give OPT's J- Experimental Cargo Bay a half meter or so of length to better accommodate 2.5m USI containers.

I tried searching for this but everything is about resizing in all dimensions with rescaleFactor, etc.

Edited by curiousepic
Link to comment
Share on other sites

You use to be able to do this way back in the day. I know because I did it, but darn if I can remember how now. I'll take a dive through my archives and see if I can at least find an example. Damn biological HD. It spins a bit slower than it use to. Meanwhile maybe one of the vets out there recall this bit of cfg editing and can help right away.

http://forum.kerbalspaceprogram.com/threads/57690-rescaleFactor-and-the-MODEL-node

Here's how to do it back in 0.22. No idea if it works now. Maybe a Modder can say.

Edited by Voidryder
Answer found
Link to comment
Share on other sites

Voidryder He asked how to do it without using model nodes. That answer you found involves using model nodes. To do it without using model nodes, well you can't....so yeah just use scale = x,y,z in the model node to rescale on 1 axis.

Link to comment
Share on other sites

Well he said "for parts that don't use model nodes" which is most of them; any of them can be changed to use a model node though, and thus use the scale parater inside the node to change the mode. Its going to stretch the texture though.

Link to comment
Share on other sites

Well he said "for parts that don't use model nodes" which is most of them; any of them can be changed to use a model node though, and thus use the scale parater inside the node to change the mode. Its going to stretch the texture though.

That's fine. How would I add a model node for an existing mod part?

EDIT: Trying this first: http://forum.kerbalspaceprogram.com/threads/62918-Change-PART-from-mesh-to-MODEL-form?p=860349&viewfull=1#post860349

Edited by curiousepic
Link to comment
Share on other sites

yes that should do it, just need to get the right file path for the model of the cargo bay, starting from the first folder within GameData.

The default scale of 0.8 is no longer needed to, it was a bug workaround; scale will default to 1.0 properly now, so if you want to make it slightly longer it'll be:

MODEL
{
model = Squad/Parts/FuelTank/MK1Fuselage/model
scale = 1.0, 1.2, 1.0
}

You'll have to experiment what scale factor on the Y axis will get you that extra half-meter of length (depends on how long the original model is)

Link to comment
Share on other sites

I tried the method linked above, found the model path, and commented out the mesh and the rescaleFactor. But the part is now just not being loaded by the game - not visible in VAB, not in the debug Config Database. Has the format changed since that post or something?

Edited by curiousepic
Link to comment
Share on other sites

PART
{

// --- general parameters ---
name = j_dropBay
module = Part
author = K.Yeon

// --- asset parameters ---
// mesh = j_dropbay.mu
scale = 1
rescaleFactor = 1

MODEL
{
model = OPT/Parts/j_4m_dropBay/j_dropbay.mu
scale = 1.0,1.2,1.0
}


// --- node definitions ---
node_stack_top = 0.0, 2, 0, 0.0, 1.0, 0.0, 4
node_stack_top01 = 0.0, -2, 0, 0.0, -1.0, 0.0, 2
node_stack_bottom = 0.0, -2, 0, 0.0, -1.0, 0.0, 4
node_stack_bottom01 = 0.0, 2, 0, 0.0, 1.0, 0.0, 2

// --- editor parameters ---
TechRequired = heavyAerodynamics
entryCost = 8000
cost = 700
category = Utility
subcategory = 0
title = J- Experimental Cargo Bay
manufacturer = OPT Aerospace Division
description = After a few individuals complained about the necessity of using boosters to remove rovers, OPT engineers designed this drop bay to allow you to drop your vehicles directly downwards.

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,1

// --- standard part parameters ---
mass = 1
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 12
breakingForce = 500
breakingTorque = 600
fuelCrossFeed = True

maxTemp = 2800
dragModelType = default
bulkheadProfiles = j

MODULE
{
name = ModuleAnimateGeneric
animationName = Default Take
startEventGUIName = Open Bay Doors
endEventGUIName = Retract Bay Doors
actionGUIName = Toggle Bay Doors
}

MODULE
{
name = ModuleLiftingSurface

deflectionLiftCoeff = 2.5
dragAtMaxAoA = 1
dragAtMinAoA = 0.2
useInternalDragModel=False
}
MODULE
{
name = ModuleCargoBay
DeployModuleIndex = 0
closedPosition = 0
lookupRadius = 2

nodeOuterForeID = top
nodeOuterAftID = bottom
nodeInnerForeID = top01
nodeInnerAftID = bottom01
}
DRAG_CUBE
{
cube = A, 11.1875,0.4370629,0.87517, 11.1875,0.4370629,0.87517, 8.820808,0.8158172,0.4776478, 8.820808,0.8158172,0.4776478, 5.373057,0.3214514,2.091768, 5.373057,0.321452,2.091768, 0,0,0, 5.113532,4.000007,4.000006
cube = B, 10.0625,0.4666571,0.87517, 10.0625,0.4666571,0.87517, 8.820808,0.8184709,0.510589, 8.820808,0.8184709,0.510589, 20.51997,0.2769492,2.091768, 20.51997,0.2769493,2.091768, 0,0,0, 5.113532,4.000007,4.000006
}

}

Link to comment
Share on other sites

  • 2 weeks later...

A related question - if I want to create a new part that uses the model of a mod part that uses "mesh = model.mu", but not have my part.cfg in that mod's folder, how do I designate the mesh/model location? I tried "mesh = mod/path/model.mu" and mesh = mod/path/model", but in both cases the part doesn't appear in VAB. Does it have to become a model node in this case as well?

Link to comment
Share on other sites

This thread is quite old. Please consider starting a new thread rather than reviving this one.

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...