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Decoupler Shroud question


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Good morning.

I've got a problem trying to make an engine. I did it in 3DS MAX 2012. Was using some KSP modelling manuals, talking about "1 unit = 1 meter". Did this in 3DS. Exported my primitive model from 3DS to .DAE.

Imported this .DAE to Unity. Wrote this with Part Tools (Script). Finally I gor my model.mu.

Ingame it is not 1 unit=1 meter. My model is HUGE there. Can not even fit it in this assembly building.

Can someone explain me why? I tried to search the forum, but couldn't find solid basic info about this.

Maybe I should export from 3DS to other file format? Tried .dae, .obj, .fbx. In all cases I have problems with scale and size. What's wrong? Please.

UPD: Solved.

NEW QUESTION:

Hello.

I've got a question about engine shroud. Explaining: when you attach a decoupler under any default engine, it generates a "protective engine shroud". How to get this working on custom-built engines?

I should make it in Unity and 3D software, or just using CFG?

Thank you.

Edited by Timofey
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Hello.

I've got a question about engine cap. Explaining: when you attach a decoupler under any default engine, it generates a "protecting engine cap". How to get this working on custom-built engines?

I should make it in Unity and 3D software, or just using CFG?

Thank you.

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"modulejettison", here is an example from a stock engine .cfg:

MODULE

{

name = ModuleJettison

jettisonName = fairing

bottomNodeName = bottom

isFairing = True

jettisonedObjectMass = 0.5

jettisonForce = 15

jettisonDirection = 0 0 1

}

about your scale - check what scale your model is imported into unity at. You can also scale it down in your .cfg for proper sizing in-game.

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You Model it in unity and place it in the same game object as your other engine things like thrust transform and nozzle Etc.. Call the Ferring what ever you want.

Like Nazari said Put this in the config.

MODULE

{

name = ModuleJettison

jettisonName = obj_fairing

bottomNodeName = bottom

isFairing = True

jettisonedObjectMass = 0.5

jettisonForce = 15

jettisonDirection = 0 0 1

}

These are Important. jettisonName = obj_fairing bottomNodeName = bottom

The jettisonName is what you called it in unity

The bottomNodeName is witch part the fairing stays with. Bottom works like the stock and top is the opposite of that.

A look at unity.

PAAyl7z.png

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Like Nazari said Put this in the config...

Thank you. I have one more problem about your info: as I see at you screenshot, you have polySurface20 under your obj_fairing. As I understood, this is your <bottom> component. So: can you please select this polySurface20 and let me see it?

I did everything you guys said, but still confused about a GameObject under obj_fairing.

Another question: I have my engine working ingame. When I test it there, I can see some white texture flickering at the edges of visible object (here - my engine). Often, small parts behave like this. In the same time, standard Squad parts are pretty solid, without flickering.

What I've tried: changing the default part colors (in 3DS and Unity) to black, before adding textures. Nothing changed. Tried MBM and TGA. No difference. What else could it be?

If needed  I can attach screenshots of that.

Thank you.

Edited by Timofey
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Sorry about not checking the thread.

The polySurface20 is just the actual model and I put a empty game object over it so that I don't mess with any of the mesh settings when I change scale and other things.

I'm not sure I can help with the second one. I would try Making the texture smaller (Not the whole image) Just try and lessen the chance of transparency leaking in over the UV map.

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