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[UNSOLVED : NEED HELP] What to do next with my engine?


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Back in Blender, you might want to use "smooth" on the engine, and apply an "edge split". Right now you can see all of the individual polygons, and smoothing will make it look truly rounded.

Also, I can't see the settings on your "Cylinder" object, but you'll want to use one of the KSP shaders. Probably KSP/Specular, if you have defined any reflections via the texture's alpha channel, otherwise you'll probably use KSP/Diffuse (diffuse just means not shiny).

Also, you have the green arrow pointing down. That's what you'd want for an RCS port, but for an engine, it needs the blue arrow pointing in the right direction. The rotation should be "90,0,0", not "-90,0,0".

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Back in Blender, you might want to use "smooth" on the engine, and apply an "edge split". Right now you can see all of the individual polygons, and smoothing will make it look truly rounded.

Also, I can't see the settings on your "Cylinder" object, but you'll want to use one of the KSP shaders. Probably KSP/Specular, if you have defined any reflections via the texture's alpha channel, otherwise you'll probably use KSP/Diffuse (diffuse just means not shiny).

Also, you have the green arrow pointing down. That's what you'd want for an RCS port, but for an engine, it needs the blue arrow pointing in the right direction. The rotation should be "90,0,0", not "-90,0,0".

Oh yeah! I forgot that part. ><

Ok, I'll go for that.

Rightio. :P

Also, what about particles and a fairing?

- - - Updated - - -

Is this better? And how do particles and fairings work?

RjSUPc4.png

Edited by SmashingKirby148
Updated picture with thrustTransform
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Does anyone know?

I've never used the particles for anything, KSP has engine effects basically built in.


fx_exhaustFlame_blue_small = 0.0, -0.137, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -0.137, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -0.137, 0.0, 0.0, 1.0, 0.0, running
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout

This part of the engine config defines them. There's also moduleenginefx or something like that, but I've never had to use it.

Fairings are another object mesh you need to create in blender, parented to the main engine body. I usually just create a cylinder and adjust it's dimensions and position to fit over the engine.

Use this for reference if you like.

will show you how to set it up in unity after you've created it.
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I've never used the particles for anything, KSP has engine effects basically built in.


fx_exhaustFlame_blue_small = 0.0, -0.137, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -0.137, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -0.137, 0.0, 0.0, 1.0, 0.0, running
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout

This part of the engine config defines them. There's also moduleenginefx or something like that, but I've never had to use it.

Fairings are another object mesh you need to create in blender, parented to the main engine body. I usually just create a cylinder and adjust it's dimensions and position to fit over the engine.

Use this for reference if you like.

will show you how to set it up in unity after you've created it.

Ok, thank you so much. :D

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Ok, thank you so much. :D

No problem, but that reference is actually a bad example, because nothing is named properly and not parented properly either. lol

I put the correct file in dropbox now.

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fx_exhaustFlame_blue_small = 0.0, -0.137, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -0.137, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -0.137, 0.0, 0.0, 1.0, 0.0, running
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout

This part of the engine config defines them. There's also moduleenginefx or something like that, but I've never had to use it.

Yep, for your first engine, I'd just use the above, and change the coordinates to match your engine. ModuleEngineFX allows you to use custom exhaust emitters, plus a couple of the newer ones that are included with stock. That's also how HotRockets works. But to get started, you can just use the simple exhaust.

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Turns out when I load it into the game, the fairing is still there, no textures show up and the whole thing is bigger than it should be. Help please?

Vtm0VdB.png

- - - Updated - - -

And it is on slanted too, but I think I can fix that.

Edited by SmashingKirby148
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Turns out when I load it into the game, the fairing is still there, no textures show up and the whole thing is bigger than it should be. Help please?

http://i.imgur.com/Vtm0VdB.png

- - - Updated - - -

And it is on slanted too, but I think I can fix that.

The video link I posted shows you how to make the fairing hidden.

As for the rest of it, you'll need to at least show your unity setup for it.

Config file too.

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The hierarchy needs to be changed. First, drag "model" out from under Main Camera so that it is it's own object (with all the other stuff still parented to "model"), then delete Main Camera. Then, go to GameObject and create an empty object. Drag "model" on to it so that the empty GameObject is the parent.


GameObject

[INDENT]- Model
[/INDENT]


[INDENT=2]-Cylinder
[/INDENT]
[INDENT=3]-Cylinder
-thrustTransform
[/INDENT]

Delete the part tools component off of model and add it to GameObject. I've never used MBM format so that could be the issue with your textures not showing up, write them as pngs.

As for the scaling and sideways issues, I'd still have to see the .cfg file. The size depends on the dimensions in blender. What are the dimensions of the engine? The default rescaleFactor in KSP is 1.25, so your model will always be enlarged 1.25x unless you manually set the rescaleFactor.

I would also suggest you rename your fairing to "fairing".

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The hierarchy needs to be changed. First, drag "model" out from under Main Camera so that it is it's own object (with all the other stuff still parented to "model"), then delete Main Camera. Then, go to GameObject and create an empty object. Drag "model" on to it so that the empty GameObject is the parent.


GameObject

[INDENT]- Model
[/INDENT]


[INDENT=2]-Cylinder
[/INDENT]
[INDENT=3]-Cylinder
-thrustTransform
[/INDENT]

Delete the part tools component off of model and add it to GameObject. I've never used MBM format so that could be the issue with your textures not showing up, write them as pngs.

As for the scaling and sideways issues, I'd still have to see the .cfg file. The size depends on the dimensions in blender. What are the dimensions of the engine? The default rescaleFactor in KSP is 1.25, so your model will always be enlarged 1.25x unless you manually set the rescaleFactor.

I would also suggest you rename your fairing to "fairing".

Ok, I've now done everything you said. But in Blender the size was 1m wide and 1.8m in depth.

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Ok, I've now done everything you said.

Except post the config file. ;)

But if your engine is 1m in diameter (blender dimensions, not scale) it should scale properly, but it will be a bit longer.

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Is this what should be in my folder?

Bu5WxnB.png

- - - Updated - - -

Except post the config file. ;)

But if your engine is 1m in diameter it should scale properly, but it will be a bit longer.

Oh, well, yeah, I guess. XD

That's strange. :huh:


PART
{
name = liquidEngine4
module = Part
author = AstroGamer
mesh = model.mu
scale = 0.125
node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0
node_stack_bottom = 0.0, -5.74338, 0.0, 0.0, -1.0, 0.0
fx_exhaustFlame_blue = 0.0, -4.74338, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -4.74338, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -4.74338, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -4.74338, 0.0, 0.0, 1.0, 0.0, flameout
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout
TechRequired = propulsionSystems
entryCost = 1500
cost = 600
category = Engine
subcategory = 0
title = LV-I5 "Private" Liquid Fuel Engine
manufacturer = Astro Inc
description = The LV-I5 engine is the Skippers little brother, designed especially for landings where the Terrier is just too weak, and the Swivel is too stong, makes it a nice little in between
attachRules = 1,0,1,0,0
mass = 1.5
// heatConductivity = 0.06 // half default
emissiveConstant = 0.8 // engine nozzles are good at radiating.
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3600
bulkheadProfiles = size1
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 100
heatProduction = 100
fxOffset = 0, 0, 0.574338
EngineType = LiquidFuel
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 320
key = 1 270
key = 6 0.001
}
}
MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 3
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatEmissiveAnimation
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 6.0
}
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.5
maxDistance = 30
falloff = 1.7
thrustTransformName = thrustTransform
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = False
}
}

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Is this what should be in my folder?

http://i.imgur.com/Bu5WxnB.png

Along with the .cfg, yes.


PART
{
name = liquidEngine4
module = Part
author = AstroGamer
mesh = model.mu
scale = 0.125 // Change this to 1
node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0 // These attachment points don't seem correct if your model is only 1.8m high
node_stack_bottom = 0.0, -5.74338, 0.0, 0.0, -1.0, 0.0
fx_exhaustFlame_blue = 0.0, -4.74338, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -4.74338, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -4.74338, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -4.74338, 0.0, 0.0, 1.0, 0.0, flameout
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout
TechRequired = propulsionSystems
entryCost = 1500
cost = 600
category = Engine
subcategory = 0
title = LV-I5 "Private" Liquid Fuel Engine
manufacturer = Astro Inc
description = The LV-I5 engine is the Skippers little brother, designed especially for landings where the Terrier is just too weak, and the Swivel is too stong, makes it a nice little in between
attachRules = 1,0,1,0,0
mass = 1.5
// heatConductivity = 0.06 // half default
emissiveConstant = 0.8 // engine nozzles are good at radiating.
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3600
bulkheadProfiles = size1
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 100
heatProduction = 100
fxOffset = 0, 0, 0.574338
EngineType = LiquidFuel
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 320
key = 1 270
key = 6 0.001
}
}
MODULE
{
name = ModuleJettison
jettisonName = fairing // make sure this matches the fairing name in the mesh. Case sensitive.
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 3
}
MODULE // Unless you added an emissive animation, remove this entire module
{
name = ModuleAnimateHeat
ThermalAnim = HeatEmissiveAnimation
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 6.0
}
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.5
maxDistance = 30
falloff = 1.7
thrustTransformName = thrustTransform
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = False
}
}

The changes I specified are operating under the assumption your model has a 1m diameter. Those attachment nodes denote a total model height of almost 13 meters.

The "Dimensions" are the numbers that define the engine size.

GELDwLe.png

You can also use the MODEL node instead of mesh to define specific scaling instructions instead of an overall scaling.


{
model = HeatManagement/Heatsink/MNHeatsink250/model
scale = 1.25, 1, 1.25
}

That scales the part to be wider but with the same depth. You would need to include rescaleFactor = 1 in the cfg after the model node. Make sure the pathing is correct, also.

Edited by Randazzo
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Along with the .cfg, yes.


PART
{
name = liquidEngine4
module = Part
author = AstroGamer
mesh = model.mu
scale = 0.125 // Change this to 1
node_stack_top = 0.0, 7.21461, 0.0, 0.0, 1.0, 0.0 // These attachment points don't seem correct if your model is only 1.8m high
node_stack_bottom = 0.0, -5.74338, 0.0, 0.0, -1.0, 0.0
fx_exhaustFlame_blue = 0.0, -4.74338, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -4.74338, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -4.74338, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustSparks_flameout = 0.0, -4.74338, 0.0, 0.0, 1.0, 0.0, flameout
sound_vent_medium = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout
TechRequired = propulsionSystems
entryCost = 1500
cost = 600
category = Engine
subcategory = 0
title = LV-I5 "Private" Liquid Fuel Engine
manufacturer = Astro Inc
description = The LV-I5 engine is the Skippers little brother, designed especially for landings where the Terrier is just too weak, and the Swivel is too stong, makes it a nice little in between
attachRules = 1,0,1,0,0
mass = 1.5
// heatConductivity = 0.06 // half default
emissiveConstant = 0.8 // engine nozzles are good at radiating.
dragModelType = default
maximum_drag = 0.2
minimum_drag = 0.2
angularDrag = 2
crashTolerance = 7
maxTemp = 2000 // = 3600
bulkheadProfiles = size1
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 100
heatProduction = 100
fxOffset = 0, 0, 0.574338
EngineType = LiquidFuel
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 320
key = 1 270
key = 6 0.001
}
}
MODULE
{
name = ModuleJettison
jettisonName = fairing // make sure this matches the fairing name in the mesh. Case sensitive.
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 3
}
MODULE // Unless you added an emissive animation, remove this entire module
{
name = ModuleAnimateHeat
ThermalAnim = HeatEmissiveAnimation
}
MODULE
{
name = ModuleAlternator
RESOURCE
{
name = ElectricCharge
rate = 6.0
}
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.5
maxDistance = 30
falloff = 1.7
thrustTransformName = thrustTransform
}
RESOURCE
{
name = ElectricCharge
amount = 0
maxAmount = 0
isTweakable = false
hideFlow = true
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = False
}
}

The changes I specified are operating under the assumption your model has a 1m diameter. Those attachment nodes denote a total model height of almost 13 meters.

The "Dimensions" are the numbers that define the engine size.

http://i.imgur.com/GELDwLe.png

Ohhhhh. *facepalm*

- - - Updated - - -

could I change the size in Unity and not Blender? I might of lost the file in Blender. If not then I'll do it again.

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Ohhhhh. *facepalm*

- - - Updated - - -

could I change the size in Unity and not Blender? I might of lost the file in Blender. If not then I'll do it again.

I don't think you can do that in unity, but I don't know that for a fact.

Alternatively you could use this to import your .mu file back into blender.

You'll probably have to google the instructions for activating an add-on in Blender, I had to.

Another thought is that if you left the model in the default scale in blender, it's 2m in diameter. You could just set the rescaleFactor to 0.625 and it would come out a 1.25m part.

Edited by Randazzo
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Ok, I'll try that. Also, I fix (with your help ;) ) the orientation problem. Texture still doesn't work.

I didn't notice earlier, but it appears you may have renamed the textures after writing the .mu file. If you do that, it can't find them. They must have the same names you exported them with.

IE, in unity the fairing texture is called "tank.png" but in your folder it's named "fairingTexture.png"

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I didn't notice earlier, but it appears you may have renamed the textures after writing the .mu file. If you do that, it can't find them. They must have the same names you exported them with.

IE, in unity the fairing texture is called "tank.png" but in your folder it's named "fairingTexture.png"

Oh, ok. Also the reason I did that is because I was originally trying to make a fuel tank, but even though it would be a good place to start, it would be a bit too ​easy. :P

- - - Updated - - -

Ok, so I had to remake the model, and I shrunk the scale down in hlaf in Blender, but it is still 2.5m. I went into the config and set the scale there to 0.5 and it stays the same.

Although, Textures, and the fairings are working, and I can fix the nodes. So I am almost there. :D

CUw1CrY.png

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You'll need to set your rescaleFactor = 0.5 if your model is 2.5m and you want it to be 1.25

Where's that? Or do I add it in? If so, where?

- - - Updated - - -

I hope to see your mod when it comes out.

(Also, will you update Duna+ and Eve+ to 1.0.X ever?)

Thank you! :D

(probably not. Those were my first attempts at Planets so I could probably do better)

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