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problem with 60/120°-angled nodes


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nodes nodes nodes ( sing it :-) )

I have a problem with 120° or 60° angled nodes

this is my setup:


node_stack_frontleft =0.25, 0.0,0.433, -1.0, 0.0, -2.0, 0
node_stack_frontright =0.25, 0.0,-0.433, -1.0, 0.0,2.0, 0
node_stack_back01 = -0.5, 0.0,0.0, 1.0, 0.0, 0.0,0

the node positions are ok in the game, and the ratio 1:2 should be ok....but in the game there is a small offset in the angle.

nun1.th.png

oqfl.th.png

6hgk.th.png

Is it my fault, and if...what should i change?

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ok...after wild "change numbers and reload"-sessions if have something that pretty much is the same angle : -0.575, 0.0,1.0

( 0.57 or 0.58 made a little gap on left or right side)

so i tried -1.15 vs 2.0 and 1.15 vs 2.0 this works also.

Now I try to figure out how to transform 1.15 vs 2.0 to an 60° angle or 30° or 120° angle ?!?

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It's a directional vector so it's circular (i.e. sinusoidal) not linear. x = cos(t), y = sin(t) and all that.

I'm a bit rusty but these numbers look about right:

60° is cos(60), 0, sin(60) = 0.5, 0, 0.866. Or as a unit vector as squad give all their measurements cos²(60), 0, sin²(60) = 0.25, 0, 0.75

0.33, 0, 0.66 is acos(sqrt(0.333)) or asin(sqrt(0.66) = 55 degrees.

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  • 3 weeks later...

One thing I've noticed that often puts things just slightly off angle is that most modeling programs put an edge along the Z axis by default. If your collision mesh has an edge in line with the Z axis then when you use symmmetry you're trying to put your part on the joint between 2 polygons and KSP gets confused. It will pick one face or the other and base the angle of the part on that face.

The fix is to rotate the collision mesh in the modeler so the Z axis lines up with a polygon normal rather than an edge.

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