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Prop issues in IVA


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the story so far:

I've managed to nail down my IVA, get the seat to be where I want it and my kerbal and internal space spawn as would be expected in the game. To get this far I had to watch through the tutorials a good few times to get my head round it. With my internal space sorted i spawn it in unity and then I also spawned the lander can internals, robbed the few props i wanted and got rid of the lander can and the rest of the bits i was not going to use.

I positioned my props, saved my scene and using the internal space script form the spawned part I 'Save to config' the props. now they spawn with the internal space in Unity (but not with the textures because they are in DDS and unity doesn't like that) but they do not spawn on my internal part in game.

Has anyone experienced something similar, or am i missing something fundamental?

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Probably the last bit.
Are the props stock props? When you wrote the props locations out to config file using part tools you say you can respawn the internal in unity editor.
Did you copy the internal cfg file from where ever part tools is writing it to your install? Or is it same location?
When you startup KSP then are there messages when it loads your part/internal?? Usually if there is some problem you will get a message in your log.
Providing the cfg file for the part/internal and the startup log could help someone help you.
 

Edited by JPLRepo
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@JPLRepo yes, they are stock props. I'll will interrogate my KSP logs now to see what I get back.

each time i wrote the config i made sure to double check it was the on that was being spawned by unity. the folder addresses are correct and the time stamps match. My unity console does throw up the texture fault (due to DDS) but that's the only untoward thing i have seen.

here's the config file:

INTERNAL
{
	name = rektInternal
	MODEL
	{
		model = SHED/Spaces/REKTinternal/rektInt
	}
	MODULE
	{
		name = InternalSeat
		seatTransformName = crewSeat
		allowCrewHelmet = false
	}
	PROP
	{
		name = RadarAltimeter
		position = 0.2249,0.2291999,1.027
		rotation = 0,0,0.8660254,0.5
		scale = 1.500001,1.200001,1.500001
	}
	PROP
	{
		name = AtmosphereDepth
		position = 0.2713,0.1548999,1.0268
		rotation = 0,0,0.8660254,0.5
		scale = 1.348388,1.520657,1.655704
	}
	PROP
	{
		name = AltimeterThreeHands
		position = -0.2218,0.2167999,1.0842
		rotation = 0,0,0.8660254,-0.5
		scale = 1.500001,1.200001,1.500001
	}
	PROP
	{
		name = ledPanelSpeed
		position = -0.2469,0.2029999,0.9849002
		rotation = 0,0,0.8660254,-0.5
		scale = 1.200001,1.200001,1.200001
	}
	PROP
	{
		name = NavBall
		position = 0.2423,0.2295999,1.1671
		rotation = 0,0,0.8660254,0.5
		scale = 2,2,2
	}
}

 

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3 minutes ago, steedcrugeon said:

@JPLRepo yes, they are stock props. I'll will interrogate my KSP logs now to see what I get back.

each time i wrote the config i made sure to double check it was the on that was being spawned by unity. the folder addresses are correct and the time stamps match. My unity console does throw up the texture fault (due to DDS) but that's the only untoward thing i have seen.

here's the config file:


INTERNAL
{
	name = rektInternal
	MODEL
	{
		model = SHED/Spaces/REKTinternal/rektInt
	}
	MODULE
	{
		name = InternalSeat
		seatTransformName = crewSeat
		allowCrewHelmet = false
	}
	PROP
	{
		name = RadarAltimeter
		position = 0.2249,0.2291999,1.027
		rotation = 0,0,0.8660254,0.5
		scale = 1.500001,1.200001,1.500001
	}
	PROP
	{
		name = AtmosphereDepth
		position = 0.2713,0.1548999,1.0268
		rotation = 0,0,0.8660254,0.5
		scale = 1.348388,1.520657,1.655704
	}
	PROP
	{
		name = AltimeterThreeHands
		position = -0.2218,0.2167999,1.0842
		rotation = 0,0,0.8660254,-0.5
		scale = 1.500001,1.200001,1.500001
	}
	PROP
	{
		name = ledPanelSpeed
		position = -0.2469,0.2029999,0.9849002
		rotation = 0,0,0.8660254,-0.5
		scale = 1.200001,1.200001,1.200001
	}
	PROP
	{
		name = NavBall
		position = 0.2423,0.2295999,1.1671
		rotation = 0,0,0.8660254,0.5
		scale = 2,2,2
	}
}

 

Hmm, well that looks fine. And yeah the DDS problem in unity means you don't get the texture when you spawn the internal. But I did see somewhere a way to fix that before. Just never bothered to myself.
Next step would be to check your logs.

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I don't think the first bit of that cfg is correct , just finished a bare iva myself and this is what I'm using, never needed to use the model reference as all the iva models textures are all in one location

INTERNAL
{
	name = PBInternal                   /// note this is the model mu name and the name in the cfg
	MODULE
	{
		name = InternalSeat
		seatTransformName = seat1
		portraitCameraName = Camera1
		allowCrewHelmet = false
	}
etc etc
}

 

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I think i found the problem, after fruitlessly scouring the Logs and finding nothing i reloaded the part in KSP and cheated it to orbit. there i force the IVA to be visible to see that the props had been offset by about 90 degrees underneath the part.

 

22 minutes ago, SpannerMonkey(smce) said:

I don't think the first bit of that cfg is correct , just finished a bare iva myself and this is what I'm using, never needed to use the model reference as all the iva models textures are all in one location


INTERNAL
{
	name = PBInternal                   /// note this is the model mu name and the name in the cfg
	MODULE
	{
		name = InternalSeat
		seatTransformName = seat1
		portraitCameraName = Camera1
		allowCrewHelmet = false
	}
etc etc
}

 

I'm planning on using a common IVA model for three different parts, just tweaking to the prop configs for each. Otherwise i would have put the IVA in the same folder with the part.

Success! after much manipulation i have achieved my IVA with props:

K44uNng.png

6I0rAvg.png

Edited by steedcrugeon
added a pic
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13 minutes ago, steedcrugeon said:

I think i found the problem, after fruitlessly scouring the Logs and finding nothing i reloaded the part in KSP and cheated it to orbit. there i force the IVA to be visible to see that the props had been offset by about 90 degrees underneath the part.

 

I'm planning on using a common IVA model for three different parts, just tweaking to the prop configs for each. Otherwise i would have put the IVA in the same folder with the part.

oh you have to rotate your IVA in unity editor to be the right orientation (internalSpace) before you place your props.

Do that and you will be right... I was thinking about that, but you said spawning it worked..

 

And there is nothing wrong with the MODEL node in you cfg file?

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7 minutes ago, steedcrugeon said:

That was more in response to spannermoneky's perfectly reasonable suggestion of simplifying my MODEL node in the config to just the internal model.

Yeah I knew that. Anyway good to see you got it sorted.
One thing I notice in your pics. Your atmosphere and navball are upside down. :wink:
And a tip on the seat transform. The Kerbal's pivot point is actually about the level of the bottom of their feet. So you need to move your seat transform down under the seat so they end up seated on the seat. If that makes sense.

Edited by JPLRepo
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Just now, JPLRepo said:

One thing I notice in your pics. Your atmosphere and navball are upside down. :wink:
And a tip on the seat transform. The Kerbal's pivot point is actually about the level of the bottom of their feet. So you need to move your seat transform down under the seat so the end up seated on the seat. If that makes sense.

the inverted NavBall and atmosphere gauge are deliberate, The instrumentation in this pod is meant to be an 'afterthought' (despite having given a lot of thought to where I would put it) as is the fact that there are very few instruments overall. I wanted those two gauges where the are and they can be seen more clearly upside down. fortunately they are only pictographic so nothing is really lost by them being inverted.

The seatTransform issue, I put in the right place first time round but I move it up so I could get the kerbal to see out the small hatch window and the instrumentation too. I'm going to re-work my model rather than move the seatTransform (backwards I know but it's been trial an error this far)

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4 hours ago, steedcrugeon said:

the inverted NavBall and atmosphere gauge are deliberate, The instrumentation in this pod is meant to be an 'afterthought' (despite having given a lot of thought to where I would put it) as is the fact that there are very few instruments overall. I wanted those two gauges where the are and they can be seen more clearly upside down. fortunately they are only pictographic so nothing is really lost by them being inverted.

The seatTransform issue, I put in the right place first time round but I move it up so I could get the kerbal to see out the small hatch window and the instrumentation too. I'm going to re-work my model rather than move the seatTransform (backwards I know but it's been trial an error this far)

Look forward to seeing it. The life of a KSP modder. Persistence, tenacity, trial and error. 

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