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Attachment nodes defined by transforms/empties


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HI all,  When defining attachment nodes by using named transforms in unity, what is the correct orientation of the transforms?  I vaguely recall reading somewhere on the forums that the correct orientation is to have z+ pointing toward the parent object  (as in the spoilered image)  and using the cfg block

NODE
{
name = missileNode1
transform = missileNode1
size = 2
method = FIXED_JOINT //FIXED_JOINT, HINGE_JOINT, LOCKED_JOINT, MERGED_PHYSICS or NO_PHYSICS
}
Spoiler

JQDJLk4.png

Is this correct?  If not why?   If it is correct,   is it possible to arrange the nodes in the inverse direction?  I've had so many different opinions on this now (depending on who I've asked) and would very much like to clear it up once and for all.  And hopefully put an end to the connection issues that users of the part are encountering.

Cheers

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Again, I'm no expert, and just learning myself, but I think it depends on which direction (axis) the node is supposed to be used in... ie, I know nodes defined in KSP itself, (via .cfgs), like top stack nodes usually have the orientation in the Y+, bottom stack nodes usually Y- ...  I just added side attachement nodes to a part, and I needed to orient the node to point in the Z+ (to the right, from the default starting position in the VAB; which would also be down, toward the floor in the SPH) ... SO I think you just orient the node directly out from the face of the part, so it points AT the part that will be attached at that node... I know Unity and KSP (luckily; unlike Blender & Unity/KSP.. :P ) share axis orientation, so I THINK my statement above should be correct...

So yeah, in the example you've shown, if thats a horizontal missile tube, and the missile "attaches" on the left, and shoots out to the right, I THINK you would want the node oriented in the Z- axis...

UNLESS, defining nodes in Unity is like defining Airlock/Ladder nodes, which, yes, are always supposed to be oriented in the Z+ direction... ?? But then it would kind of be the same thing since you would need to use "Local" vs "Global" orientation, to get the Z+ pointed in the correct direction... ?? Are you having  to define the node as a Part Trigger?

I have not used transforms in the model to define nodes yet, but I will be following this thread... I use Felbourn's NodeHelper mod to get my nodes sorted in KSP itself (thru the node defs in the .cfgs)... The only thing is, it doesnt work with surface attachment nodes, only stack nodes... So I sometimes create a "fake" stack node, just to get the proper coords/placement, then use the coords in a node_attachment def in the cfg... The nice thing with NodeHelper, is that it visually shows the attachment orientation, and you can see it live, while making changes to it

So I apologize if i am way off base, but I figured I would post this, since I figure I, or someone else, would only post asking questions/clarifications on the thoughts I just posted, later on, so i might as well do it now, and get it out of the way... :D

 

Edited by Stone Blue
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I've been placing the transform so the Z axis blue arrow is pointing to what the node will attach to - or away from the parent object. I tested by attaching a squad fuel tank and it works as expected - so I believe this is the correct orientation.

Grain of salt here but if I understand this correctly you should be able to attach parts with inverse nodes as long as both the parts have inverted nodes, they just wouldn't be able to attach properly to any nodes that have the stock orientation.

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