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Shared assets/EngineFX/Fairings issues. HELP!


R_Skoklater

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Hello KSP modders !

I am very new to modding so I'm sorry if my questions are very basic plus I don't know how to code at all.

I wanted to know how to share one End-cap asset across all my fuel tank models. I know I can just model the end-caps for each fuel tanks I make but I still want to try sharing the asset. My fuel tank models are just basic 24 sided cylinders with no tops or bottoms. The  fuel tank cap is another model. ( A bit like the restock mods ).

EDIT: wasml fixed my problem

 

Secondly, my SRB plume effect is way too huge and I have no clue on how to resize it. The SRB is the same diameter as the "Shrimp" Booster so I assumed that it would have the same engine effect if I copied the fx line and tweaking the position to align it to my nozzle position but no it doesn't work. Is there a way I can fix it ? And how would you do it ? ( on the pic you can't see the SRB plume because it's flickering and it's way too big )
EDIT: It turns out the plume size follows the scale of your model (in the 3D software) I scaled down my model in Maya and it fixed my problem.

 

At last,  I made a non procedural fairing ( I modelled the fairing ) and added decoupling nodes for it to separate and made hollow separate collision meshes for the fairings.


The issues after testing the fairings are : -The fairings don't separate properly.
                                                                -The fairings collide with the encapsulated payload and explode sometimes.
                                                               -Only one fairing separates from the rocket, the other part of the fairing is stuck!
                                                               -The attachment nodes that the fairings are attaching to (fairings are attached to the interstage ) create lots of drag causing the rocket to lose stability and imbalance on ascent and gravity turn.

EDIT: turns out I had to modify the collider , make the collider convex but still retaining the hollow part in the middle of the fairing. Also in the config file if I set it to isfairing= true the fairing won't separate. Although they clearly are fairings. And the issue of the drag is still present though.

The config of the fairing + interstage. 

    MODULE
    {
        name = ModuleServiceModule
        ExteriorColliderName = COLFairing
        partDecoupled = false
    }

    MODULE    
    {
        name = ModuleCargoBay
        DeployModuleIndex = 0
        closedPosition = 0
        lookupRadius = 1.5
        useBayContainer = true
        bayContainerName = COLFairing
    }

    MODULE
    {
        name = ModuleJettison
        jettisonName = Fairing1
        isFairing = False
        modifyJettisonedMass = true
        jettisonedObjectMass = 0.8
        jettisonForce = 20
        jettisonDirection = -1 0 0
        hideJettisonMenu = true
        allowShroudToggle = false
        ignoreNodes = true
        actionSuffix = #autoLOC_8012024        // #autoLOC_8012024 = L
        useProceduralDragCubes = true
    }

    MODULE
    {
        name = ModuleJettison
        jettisonName = Fairing2
        isFairing = False
        modifyJettisonedMass = true
        jettisonedObjectMass = 0.8
        jettisonForce = 20
        jettisonDirection = 1 0 0
        hideJettisonMenu = true
        allowShroudToggle = false
        ignoreNodes = true
        actionSuffix = #autoLOC_8012025        // #autoLOC_8012025 = R
        useProceduralDragCubes = true
    }    

51270898027_8baf726dd4_b.jpg51270904097_9ce6a52c8e_b.jpg

Edited by R_Skoklater
Fixed several more issues but more problems
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As far as reuse of assets - just use multiple model's

	MODEL
	{
		model = MyMod/Tank
		scale = 1.0, 1.0, 1.0
	}

	MODEL
	{
		model = MyMod/Endcap
		position = 0, 0.5, 0
		scale = 1.0, 1.0, 1.0
	}

	MODEL
	{
		model = MyMod/Endcap
		position = 0, -0.5, 0
		scale = 1.0, -1.0, 1.0
	}

Note the endcaps use position to move them to where you want and the Y axis is scaled to -1 for the endcap that is facing opposite of the way the model is built

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3 hours ago, wasml said:

As far as reuse of assets - just use multiple model's


	MODEL
	{
		model = MyMod/Tank
		scale = 1.0, 1.0, 1.0
	}

	MODEL
	{
		model = MyMod/Endcap
		position = 0, 0.5, 0
		scale = 1.0, 1.0, 1.0
	}

	MODEL
	{
		model = MyMod/Endcap
		position = 0, -0.5, 0
		scale = 1.0, -1.0, 1.0
	}

Note the endcaps use position to move them to where you want and the Y axis is scaled to -1 for the endcap that is facing opposite of the way the model is built

Thanks I will try that now and will update if it solves my problem.

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