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Solid Rocket Boosters


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Hey Folks!

I've recently started taking my own crack at developing parts for the whole community, I'm pretty decent with creating Models in Blender, and exporting them all through Unity, and creating .cfg files. However, I'm having difficulty texturing. I'll work more on that later.

However, my question today is, is that when I design an SRB, whenever I get to a point where I can test it, it ignites, and just sits there, seems like there might be a problem with my thrustVectorTransform definition?

Just so you have some references, I create the thrust Vector in Unity by creating an empty game object, setting the definitions as putting the X axis at -90 degrees, and drag that gameobject into the same folder as my model, then export. Right?

Any help/pointers anyone would give me would be greatly appreciated!!!

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Just so you have some references, I create the thrust Vector in Unity by creating an empty game object, setting the definitions as putting the X axis at -90 degrees, and drag that gameobject into the same folder as my model, then export. Right?

You need it in the model hierarchy somewhere under the object with the part tools attached. Having it in your asset folders won't do anything.

The -z axis needs to point in the direction you want the thrust. That is, the blue arrow shows the path of the exhaust. For a symmetrical exhaust plume (which I believe they are all currently) the rotation around the z axis shouldn't matter.

It's case sensible so make sure the name of the game object and the name you've specified after thrustVectorTransformName = are identical

EDIT: And finally, do make sure it has sufficient thrust to lift it's own weight off the ground.

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Awesome! Thank you sir! Got it to work perfectly! Will continue developing an SLS/Constellation analog for KSP!

Changed X axis instead of Z axis though, Z axis didn't really effect much.

Edited by CluelessModeler
Incorrect axis stated.
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