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Issues with model not showing up in game.


Crispy Top Hat

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Hey everyone, I just recently started trying to make my own parts for KSP after hundreds of hours playing this game I wanted to try something new with it. Now it is a bit overwhelming trying to learn everything at once but after a few hours of reading and following this tutorial http://forum.kerbalspaceprogram.com/entries/3232-Part-Modding-Tutorial-1-5-Modeling I finally have a model. lcLp9cI.png?1

(sorry that uploaded so large) Everything was going fine until I finished my part and created the part.CFG file and booted up KSP. Now in the loading screen i seen that my file and part had loaded but once in the game and inside the VAB my part was not there. I am at a loss I have spent the last several hours pulling my hair out trying to find out what I have done wrong.

This is what I have set up in my folder that I have my part exported to.

5jI6k4B.png

and this is what my part.CFG looks like

PART{


name = MyEngine
module = Part
author = Me


mesh = model.mu
scale = 1
rescaleFactor = 1.0


node_stack_bottom = 0.0, -0.45, 0.0, 0.0, -1.0, 0.0, 1
node_stack_top = 0.0, 0.45, 0.0, 0.0, 1.0, 0.0, 1




TechRequired = start
entryCost = 525
cost = 525


category = Propulsion
subcategory = 0
title = Liquid Beale Rocket
manufacturer = Cruelty Against Bread Corp.
description = This engine runs on liquid bread, or LF and OX, your choice.


attachRules = 1,0,1,1,0


EFFECTS
{
running_closed
{
AUDIO
{
channel = Ship
clip = sound_rocket_spurts
volume = 0.0 0.0
volume = 3.0 3.0
pitch = 0.0 0.2
pitch = 1.0 1.0
loop = true
}
MODEL_MULTI_PARTICLE
{
modelName = Squad/FX/shockExhaust_red_small
transformName = thrustTransform
emission = 0.0 0.0
emission = 0.05 0.0
emission = 0.075 0.25
emission = 1.0 1.25
speed = 0.0 0.5
speed = 1.0 1.2
}
}
engage
{
AUDIO
{
channel = Ship
clip = sound_vent_soft
volume = 1.0
pitch = 2.0
loop = false
}
}
flameout
{
PREFAB_PARTICLE
{
prefabName = fx_exhaustSparks_flameout_2
transformName = thrustTransform
oneShot = true
}
AUDIO
{
channel = Ship
clip = sound_explosion_low
volume = 1.0
pitch = 2.0
loop = false
}
}
}


mass = 0.35


dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 10
maxTemp = 3400


stagingIcon = LIQUID_ENGINE

MODULE
{
name = ModuleEnginesFX
engineID = ClosedCycle
runningEffectName = running_closed


thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 39
heatProduction = 200
fxOffset = 0, 0, 0.0
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 410
key = 1 280
}

}


MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 0.5
}


}

I just used what the tutorial had used I wasn't that interested in writing up a new part.CFG at this time.

If anyone knows what I am doing wrong or if the tutorial I am following on how to get parts into KSP is way outdated I would greatly appreciate a point in the right direction.

Solved! What I had done was made my parts.cfg, parts.CFG why I thought that was correct have no clue but I learned a lot from this adventure and now I am on to bigger things. Thanks alot to those that took the time to help me figure out what I was doing wrong.

Edited by Crispy Top Hat
Solved!
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I hope this is the log you are refering to because i am not getting any kind of crash log since theres no crashes. I also deleted the PartDatabase.CFG and started a new save and no luck. I highlighted where it says my part loaded in.



[LOG 19:48:24.435] Load(Model): Squad/Props/AltimeterThreeHands/model
[LOG 19:48:24.440] Load(Model): Squad/Props/AtmosphereDepth/model
[LOG 19:48:24.445] Load(Model): Squad/Props/AxisIndicator/model
[LOG 19:48:24.449] Load(Model): Squad/Props/ButtonSquare/model
[LOG 19:48:24.453] Load(Model): Squad/Props/circularButton/model
[LOG 19:48:24.457] Load(Model): Squad/Props/Compass/model
[LOG 19:48:24.461] Load(Model): Squad/Props/directionalKnob/model
[LOG 19:48:24.466] Load(Model): Squad/Props/directionalKnob2/model
[LOG 19:48:24.470] Load(Model): Squad/Props/IndicatorPanel/model
[LOG 19:48:24.477] Load(Model): Squad/Props/IVANavBall/model
[LOG 19:48:24.485] Load(Model): Squad/Props/ledPanelSpeed/model
[LOG 19:48:24.490] Load(Model): Squad/Props/NavBall/model
[LOG 19:48:24.497] Load(Model): Squad/Props/pullSwitch/model
[LOG 19:48:24.502] Load(Model): Squad/Props/radarAltitude/model
[LOG 19:48:24.507] Load(Model): Squad/Props/squareButton/model
[LOG 19:48:24.511] Load(Model): Squad/Props/standingSwitch/model
[LOG 19:48:24.515] Load(Model): Squad/Props/switch/model
[LOG 19:48:24.519] Load(Model): Squad/Props/switchGuard/model
[LOG 19:48:24.524] Load(Model): Squad/Props/switchWithGuards/model
[LOG 19:48:24.530] Load(Model): Squad/Props/throttle/model
[LOG 19:48:24.535] Load(Model): Squad/Props/VSI/model
[LOG 19:48:24.540] Load(Model): Squad/Spaces/crewCabinInternals/model
[LOG 19:48:24.567] Load(Model): Squad/Spaces/cupolaInternal/model
[LOG 19:48:24.584] Load(Model): Squad/Spaces/GenericSpace1/model
[LOG 19:48:24.607] Load(Model): Squad/Spaces/GenericSpace3/model
[LOG 19:48:24.639] Load(Model): Squad/Spaces/landerCabinInternals/model
[LOG 19:48:24.663] Load(Model): Squad/Spaces/landerCabinSmallInternal/model
[LOG 19:48:24.677] Load(Model): Squad/Spaces/LargeCrewedLabInternals/Large_Crewed_lab_Int
[LOG 19:48:24.730] Load(Model): Squad/Spaces/mk1CockpitInternal/model
[LOG 19:48:24.745] Load(Model): Squad/Spaces/mk1PodCockpit/model
[LOG 19:48:24.766] Load(Model): Squad/Spaces/MK1_Inline_Int/MK1_Inline_Int
[LOG 19:48:24.795] Load(Model): Squad/Spaces/mk2CockpitStandardInternal/model
[LOG 19:48:24.815] Load(Model): Squad/Spaces/Mk2CrewCabinInternal/MK2_CrewCab_Int
[LOG 19:48:24.846] Load(Model): Squad/Spaces/MK3CockpitInternal/MK3_Cockpit_Int
[LOG 19:48:24.900] Load(Model): Squad/Spaces/MK3_CrewCab_Int/MK3_CrewCab_Int
[LOG 19:48:24.980] Load(Model): Squad/Spaces/Placeholder/PlaceholderIVA
[LOG 19:48:24.987] Load(Model): Squad/Spaces/PodCockpit/model
[COLOR=#ff0000][LOG 19:48:25.027] Load(Model): THSI/model[/COLOR]
[LOG 19:48:25.034] Config(AGENT) Squad/Agencies/Agents/C7 Aerospace Division
[LOG 19:48:25.036] Config(AGENT) Squad/Agencies/Agents/Dinkelstein Kerman's Construction Emporium
[LOG 19:48:25.037] Config(AGENT) Squad/Agencies/Agents/Experimental Engineering Group
[LOG 19:48:25.038] Config(AGENT) Squad/Agencies/Agents/FLOOYD Dynamics Research Labs
[LOG 19:48:25.040] Config(AGENT) Squad/Agencies/Agents/Goliath National Products
[LOG 19:48:25.041] Config(AGENT) Squad/Agencies/Agents/Integrated Integrals

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Well, since you provided a packed .mu file I still can't tell what's your original issue.

I unpacked it a bit, and it seem to have everything needed to make an engine.

It's alive.

g8zWkY5.png

And vigorous!

yPstSxB.png

P.S. Threw together my own config, since the one in tutorial is too complicated imo. Misplaced the top node a bit though. :)


{
name = EngineBL
module = Part
author = Bloody
mesh = model.mu
scale = 0.01
node_stack_top = 0.0, 30.6498, 0.0, 0.0, 1.0, 0.0, 1
node_stack_bottom = 0.0, -37.8251, 0.0, 0.0, -1.0, 0.0, 1
fx_exhaustFlame_blue_small = 0.0, -21.0, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -21.0, 0.0, 0.0, 0.0, 1.0, running
fx_smokeTrail_light = 0.0, -21.0, 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
TechRequired = advRocketry
entryCost = 1600
cost = 390
category = Engine
subcategory = 0
title = Engine of butthurt
manufacturer = Bloody_looser
description =
attachRules = 1,0,1,0,0
mass = 0.5
// heatConductivity = 0.06 // half default
skinInternalConductionMult = 4.0
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 = 80
fxOffset = 0, 0, 0.21
EngineType = LiquidFuel
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 345
key = 1 200
key = 3 0.001
}
}
MODULE
{
name = ModuleGimbal
gimbalTransformName = thrustTransform
gimbalRange = 4
}
MODULE
{
name = ModuleAnimateHeat
ThermalAnim = HeatAnimatioEmissiveLiquidEngine3
}
MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1
}
MODULE
{
name = ModuleTestSubject
environments = 15
useStaging = True
useEvent = False
}
MODULE
{
name = ModuleSurfaceFX
thrustProviderModuleIndex = 0
fxMax = 0.3
maxDistance = 30
falloff = 1.7
thrustTransformName = thrustTransform
}
}
PART

If your engine won't show up with this config - well, reassemble it in Unity from scratch.

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It's the part.CFG file it's in upper case change to part.cfg lower case work like a charm

Wow, who could even imagine that's (•_•) / ( •_•)>âŒÂâ– -â–  / (âŒÂâ– _â– ) the case. :D

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