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Engine is not doing anything?


LaydeeDem

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I have been working on a variety of parts today, and I was working on a small landing engine for my capsule. This engine has equal thrust as a vectoring engine, and I have even gave it 1000 thrust, and it still fails to lift the command pod and fuel tank off the ground. I don\'t think it is weight, because the stock engine can lift the command pod and fuel tank, but the engine still does nothing. All it does is shoot flames and has no effect on the rocket. Can someone help me out here?

The engine is attached below.

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Looks like the origin point of your object is outside the mesh. The collider\'s node is right in the middle, but the 'Sphere' object\'s is above it - it seems like the game uses THAT origin as the origin of the thrust from your engine as well, so its basically thrusting into the top of your own part (which you will see in the flight log as 'engine exhaust has damaged partname' which in this case.. is the engine itself.

Adjust your origins so they\'re all inside the meshes, tweak the node attachments in the config as necessary, and try again.

Also: That one one TINY engine.

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Looks like the origin point of your object is outside the mesh. The collider\'s node is right in the middle, but the 'Sphere' object\'s is above it - it seems like the game uses THAT origin as the origin of the thrust from your engine as well, so its basically thrusting into the top of your own part (which you will see in the flight log as 'engine exhaust has damaged partname' which in this case.. is the engine itself.

Adjust your origins so they\'re all inside the meshes, tweak the node attachments in the config as necessary, and try again.

Also: That one one TINY engine.

Thank you. What exactly is the origin though? I\'m kind of new to modeling. I\'m guessing it\'s (0,0,0) right?

By the way, the engine is meant to be a landing engine for a capsule I\'m working on, if your wondering why it\'s so tiny. :P

EDIT:

It works now! ;D

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well the origin of each part is its pivot point, by default its the center of the mesh, but you can move everything around so the pivot is offcenter.

In blender, its represented by a yellow-orange dot when you have your object selected (and usually the pivot 'target' - but that can move if you have more than one part selected.

Also, its a good idea to have your parts centered over the scene origin which is indeed the 0,0,0 point on the grid.

(you obviously figured this out, but I added info for future search engine results :) )

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