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Help with thees parts.


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Had a look at these. First things first, you forgot to give your parts an unique instance name, which means they're interfering with the regular parts.

Secondly, don't expect the textures to work. New models, needs a new UV map and a new texture.

Thirdly, you don't seem to have edited the node positions. Did you seriously expect everything to work out of the box? The problem was probably the nodes being inside the collision meshes.

So yeah. To sum it up: the models are perfectly fine, the problem comes from the fact you just stuck out-of-proportion models to existing parts without editing them at all.

I'm going to sleep now though.

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Ok I know how to make parts, thees aren't my first ones, however I was being cheap so I could test my parts relatively fast, however I did spend quite a lot of time making shore the node position was correct.

Note forinstans the differance between,

node_stack_top = 0.0, 7.72552, 0.0, 0.0, 1.0, 0.0

node_stack_bottom = 0.0, -7.43024, 0.0, 0.0, 1.0, 0.0

and

node_stack_top = 0.0, 0.8, 0.0, 0.0, 1.0, 0.0, 0

node_stack_bottom = 0.0, -1.62, 0.0, 0.0, 1.0, 0.0, 1

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For note I spent another half hour refining the node position. That\'s not the problem.

However some in flight test show I\'ve got the engine aimed the wrong way. How did I do that and more importantly how do I fix it?

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What 3d modelling software are you using? That might help me tell you how to get things fixed in way that works for you. It appears that liquid engines output force directly down from the scene origin. If you want to know how this works, just load up an existing engine, and make sure your nozzle is pointed the same way. You can control where your part connects and the angle, but as far as I can tell there is no way to control the angle of the engine thrust on a liquid engine. However if you\'re making a solid booster, you can angle the thrust in any direction you like by using these options in the cfg file specification. If you happen to be using 3ds max, there is an excellent script that will allow you to find the vectors and co-ordinates easily. Its called the get_vector_tool. You can get it from the KSP sdk, which is hosted on the KSP downloads section.

thrustCenter = 0, -0.5, 0

thrustVector = 0, 1, 0

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  • 1 month later...
  • 2 weeks later...

I have found out, that if your collision mesh extends into another object, it will likely explode/fall off. Granted, we don\'t aim to make parts that do this, but it\'s easy to have a collision mesh just slightly too big. So for now, we will have to give them lots of space...

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