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Noobish issue, part not turning green when hovered in the VAB


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Hi !

I'm using blender (for the first time), exporting to .dae and testing on a vanilla KSP 0.23.

No major problems, the part shows textured correctly, the connection nodes are were I want them and the lightning is ok.

1) But when I import in the VAB, the part won't turn green when hovering it. I can still select it and move it around though. I have a similar issue when it's not part of the current body it should be somewhat transparent and red when hovered but it's not. How can I fix this? I did a lot of google/forum search without any luck, I'm guessing I don't have the right keywords.

2) Also it's standard size 0, diameter at 0.43m like I read on those guidelines seems a bit small compared to the Stock ones. Should I aim for a bit wider? 0.5m seems way better.

3) Some white dots on edges depending where you look from, especially on the small rotating version visible in its part selection tab on the left. Any way to prevent that?

Thank ye !

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If someone else run into the same issue, get Unity 4.2.2 (not the more recent versions or you'll have other problems later when you get to animations) and PartTools. You'll need them anyway. After you are done building/texturing your mesh, import them in Unity and fix the game related details here.

Look around the forum and wiki for tutorials.

/Thread

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If by "separate" you mean "not parented" then yes I was. The node_collider wasn't showing at all, I know that for sure since the part has a somewhat irregular shape and some bits are inside/outside of the collision mesh. I tried various things for a few hours, posted here, tried various other things and then downloaded Unity.

From there it was mostly smooth sailing, I'm mostly done with the 4 core parts of the set I wanted (some of them animated) and about to expand. As I said, I'm still using blender, but I don't go directly to KSP anymore.

Can't resist talking a bit about the project ;) The mod introduces a new manufacturer (KToys Ind.) that focuses on size 0, cheap parts with appealing look to introduce the science kids to this rocket thing. At the moment, I can barely reach 70k altitude with borderline legit rocket design using only KToys parts. The goal is to replace the first few nodes of the career research tree with those so the player starts by crashing unmanned toy-like rockets all around to gather the first few science points. To make this viable I have another project, Blackbox, that will add to the early science gathering but will (probably) require some coding.

A simple KToy rocket next to the MK I pot with the 1st SRB. Currently reworking from scratch some of the parts you see here, but should give you an idea of the kind of look I'm trying to achieve.

progress_00_small.png

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  • 2 weeks later...
Interesting. Though perhaps you are introducing aerodynamics (the winglets) a little early in the tech tree?. I think Squad has delayed their introduction purposefully.

That's a pretty cool project. I really like the idea of starting with small rockets like the Aerobee sounding rockets the U.S. started launching in the 1940's.

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