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I found a new bug with the new attachments nodes commands.


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My part.cfg

PART
{
// this is a sample config file, for determining a good file format for defining part parameters
// comment line - ignored by cfg parser
// empty lines, or lines without a '=' sign are also ignored
// all other lines are split at the '=' sign, and the left operand is used to know what parameter we are setting
// diferent parameters require data in different formats (see docs), and each module has it's own parameters (again, see docs)
// each assignment must be in a single line. Lines without assignments will be ignored. (You CAN turn on word wrap, though)
// each keyword here relates to an existing variable in the assigned module. If the keyword isn't found, it is ignored.
// conversely, if a keyword is left unassigned (as in not in the file), it will be initialized with it's default value
// This is done automatically, so any public variable defined in the loaded module can be accessed this way (provided it's value can be parsed)


// --- general parameters ---
name = Body 5
module = Part
author = Warsoul's Space Labs

// --- asset parameters ---
mesh = model.mu
scale = 1.0
rescaleFactor = 1.0
// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

NODE
{
name = Top // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Top // Or whatever your transform name is.
size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

NODE
{
name = Bottom // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Bottom // Or whatever your transform name is.
size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

NODE
{
name = Right 1 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Right 1 // Or whatever your transform name is.
size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

NODE
{
name = Right 2 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Right 2 // Or whatever your transform name is.
size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

NODE
{
name = Left 1 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Left 1 // Or whatever your transform name is.
size = 0 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

NODE
{
name = Left 2 // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Left 2 // Or whatever your transform name is.
size = 0 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

NODE
{
name = Front // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Front // Or whatever your transform name is.
size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

NODE
{
name = Rear // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Rear // Or whatever your transform name is.
size = 0 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

NODE
{
name = Bottom Right // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Bottom Right // Or whatever your transform name is.
size = 0 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

NODE
{
name = Bottom Left // attach / srfAttach may not work, you will probably need HINGE_JOINT for them to work.
transform = Bottom Left // Or whatever your transform name is.
size = 2 // Will always be 0 until fixed. Choices should be: 0, 1, 2
method = FIXED_JOINT // Will remain FIXED_JOINT until fixed.
}

// --- editor parameters ---
cost = 1800
category = Pods
subcategory = 0
title = Body 5
manufacturer = Warsoul's Space Labs
description = Warsoul's Space Labs is proud to present our second generation cockpit. This unit is equipped to ensure survival in some of the worst conditions possible. The extra re-enforcement has slightly increased the weight.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,1,0

// --- standard part parameters ---
mass = 1.25
dragModelType = default
maximum_drag = 0.1
minimum_drag = 0.1
angularDrag = 2
crashTolerance = 45
maxTemp = 3400

vesselType = Ship

// --- internal setup ---
CrewCapacity = 1

INTERNAL
{
name = mk1CockpitInternal
}

MODULE
{
name = ModuleCommand
minimumCrew = 1
}

RESOURCE
{
name = ElectricCharge
amount = 50
maxAmount = 50
}

MODULE
{
name = ModuleSAS
}

MODULE
{
name = ModuleReactionWheel

PitchTorque = 10
YawTorque = 10
RollTorque = 10

RESOURCE
{
name = ElectricCharge
rate = 0.375
}
}

}

Edited by Warsoul
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What direction is your pod facing? Can I see the part in Unity?

The pod is integrated in the triple tank. He's heading up like the tank.

I need to turn the empty object before i link my model to it ?

My empty game object blue arrow need to point up ?

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