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Problem making custom parts


Morolas

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Hi everyone,

I tried to make my own parts for the latest KSP with blender. I tried it with and without Unity. Structural parts work like a charm.

Then I tried to make an engine and for that I copied a part.cfg from one of the stock engines. I changed the part.cfg only slightly and copied the original model files of the engine and no problem occurred. Then I tried to make a very simple model of my own. But though the model is perfectly attachable and everything in game, at launch my rocket does not want to move at all. When right clicking the engine it says it's outputting a very high power. I tried both .dae directly from blender and importing the .blend file in unity and export it with part tools.

Is there something I need to enable physics-wise in blender maybe? The few tutorials around don't have any information on this...

Please enlighten me!

Morolas

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I'm not sure if you did this, but there is some vector that needs to be part of the 3d model that tells unity which way the engine exhaust goes so it knows which way the engine thrusts. I've read about it in the tutorials, but haven't actually tried it yet.

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Exactly as Eric says, you need to add an object in Unity that will tell the game where the thrust is coming from, and the direction it'll go in.

Take at a look at this thread and this post for more information.

If you're looking for any other information I suggest looking at this thread in future, I'm trying to collect everything into one place for people to use.

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