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how do you set up the suncatcher transform


laggerd

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http://forum.kerbalspaceprogram.com/threads/38408

There is no axis direction that determines this, its determined by the mesh you name as sun catcher. This is why alot of people use planes rather than full mesh for that bit, as a full mesh can sometimes use both sides as suncatcher (the plane being one sided fixes that).

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http://forum.kerbalspaceprogram.com/threads/43491-Moddeurs-Fran%C3%A7ais/page3#22

you can check thoose tutos (fr), in addition you can also try adding/removing some param from the solar panel module{} in *cfg to experience how it impact with the in game object. + using same name as squad vs the name you want and how some default value are applied @ some point even with an almost blank module{}. (wich is also interesting for lot of other modules)

Edited by WinkAllKerb''
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so, how do you do that?

ps: I read that thread

They are actually easyer than they seem, are made of 3 parts. The 'BASE' is gonna be our top level in the model. Next you make th "PIVOT' this needs to be a child of the base. Lastly you make the sun catcher, this needs to be a child of the pivot.

If you want to avoid double sided panels then make your suncatcher a plane set into a mesh.

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an empty blender object (axis also work), or a simple transform in unity, y axis is the pivot axis, and z point kerbol. Stick as much as possible squad part hierarchy + nomenclature will help for first try.

(from the few early tests i made appear that you can have an animated suncatching solar panel to work even if the solarpanel {module} in the cfg is nearly empty of any param just using same nomenclature as squad for the main functionnality due to default values call, alternative nomenclatures/hierarchy tend to bring more trouble due to this)

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