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"look rotation viewing vector is zero" when trying to place custom SRB


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I\'m working on my first mod for this game, a Range Safety Device (or an SRB with extremely high trust directed inwards towards the attaching surface, so it\'s guaranteed to explode on lighting).

Unfortunately, it seems like whatever the hell I\'m doing is causing the game to refuse to place the object. I can SEE it, but it\'s not lighting up green to connect the object to the sides of fuel tanks. I checked PartLab, and it\'s not showing any obvious errors. KSP, on the other hand, is filling my debug screen with this:

uXUgv.jpg

Googling this returns a list of problems in Unity, but nothing specifically to do with KSP.

Any ideas? My current version of it, including raw *.blend file and the GIMP XCF (with the UV layers), is here: http://ci.nexisonline.net/mirror/N3X_RangeSafetyDevice.zip

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  • 2 weeks later...

No idea about the error, will probably need to get Harvester\'s attention to get info on that one.

Some things to consider, since its your first part.

Make sure your part has a 2nd mesh object and that its named node_collider - this is used by the physics engine to interact with other parts, including attachments. It needs a material if you export as DAE, but it does not use or load it. Also, the origin/pivot of the collider must be within the mesh, or the game will not like it.

Orient the part (and the collider) so that the thruster is pointed in the positive X axis. Try to make sure you rotated the meshes themselves and didn\'t apply rotation to the objects, as this can sometimes act weirdly

Then try a simple attachment node in the config to see if it works:

node_attach = 1,0,0,1,0,0

and make sure that you are allowing surface attachment:

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,0,0

(the others do not have to be off, but given your parts function, you probably don\'t need them.

If that doesn\'t help, we\'ll need more details like what 3d software you are using, and what you have set up in the config file. You can even share the part and some of us can poke at it to see whats wrong.

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[list type=decimal]

[li]The node collider is too large and is colliding with the object it is being attached to. Reduce the size of the collider or turn allow collision on.[/li]

[li]All the rotational values for \'node_attach\' are all zero.[/li]

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No idea about the error, will probably need to get Harvester\'s attention to get info on that one.

Some things to consider, since its your first part.

Make sure your part has a 2nd mesh object and that its named node_collider - this is used by the physics engine to interact with other parts, including attachments. It needs a material if you export as DAE, but it does not use or load it. Also, the origin/pivot of the collider must be within the mesh, or the game will not like it.

Orient the part (and the collider) so that the thruster is pointed in the positive X axis. Try to make sure you rotated the meshes themselves and didn\'t apply rotation to the objects, as this can sometimes act weirdly

Then try a simple attachment node in the config to see if it works:

node_attach = 1,0,0,1,0,0

and make sure that you are allowing surface attachment:

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 0,1,0,0,0

(the others do not have to be off, but given your parts function, you probably don\'t need them.

If that doesn\'t help, we\'ll need more details like what 3d software you are using, and what you have set up in the config file. You can even share the part and some of us can poke at it to see whats wrong.

Pretty sure I have srf_attach enabled, and I KNOW I have a collider. Then again, I tend to do things at 5:00AM, so there\'s no telling what the Hell zombie-me was doing.

[list type=decimal]

[li]The node collider is too large and is colliding with the object it is being attached to. Reduce the size of the collider or turn allow collision on.[/li]

[li]All the rotational values for \'node_attach\' are all zero.[/li]

Thanks, I\'ll try this out and report back. I appreciate it.

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Turns out that you were right, plus I had badly-formatted quats for the rotation, and it wouldn\'t have worked anyway (engines flew through the ship, ended up changing to SRBs with extremely high heat, which works 99.9% of the time). I added .1 to the X and Y position for the node_attach so the collider had a little more free play.

Thanks a bunch for your help. :)

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