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Gimbals and shrouds


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I decided to start a parts mod to add all the parts I believe the game needs the most, since the creation of ProcFairings, ProcParts and ProcDynamics and with such great mods such as Tantares and Infernal robotics, I believe the most needed parts are engines, especially engines for large rockets other than Saturn V or N-1 clones. The problem is that while I know how to make a pretty engine, I have no idea how to actually make a mod.

So I have three questions:

How do you make the gimbaling animation?

How do you add an automatic shroud to your engine?

Is there a tutorial to make and/or particles to a model?

I'll be using the Unity editor since it seems to be -for obvious reasons- the most compatible tool.

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  • 1 month later...

Let me preface this by saying, that I am no expert on this topic, I have only created a couple of engines.

I think that the answer lies in examining a stock config file. This only applies to shrouds, as I have not yet attempted to actually build a gimbaled engine. Let's look at the following code:


MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1

We see an item called jettisonName, which is set to fairing. I find it likely that "fairing" is simply a sub-part in the Unity object, like a thrust vector. It most likely works in the same fashion, although I do not have the current documentation to prove it. Any help from those more experienced would be appreciated.

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Let me preface this by saying, that I am no expert on this topic, I have only created a couple of engines.

I think that the answer lies in examining a stock config file. This only applies to shrouds, as I have not yet attempted to actually build a gimbaled engine. Let's look at the following code:


MODULE
{
name = ModuleJettison
jettisonName = fairing
bottomNodeName = bottom
isFairing = True
jettisonedObjectMass = 0.1
jettisonForce = 5
jettisonDirection = 0 0 1

We see an item called jettisonName, which is set to fairing. I find it likely that "fairing" is simply a sub-part in the Unity object, like a thrust vector. It most likely works in the same fashion, although I do not have the current documentation to prove it. Any help from those more experienced would be appreciated.

Thanks for the reply. I got this far, and my shrouds are working perfectly, except for one little issue: the shrouds are showing on the part thumbnail in the parts selection area of the VAB! (They aren't showing once I add the part, though.) I'm looking for something in Unity I have to toggle for this to not happen...

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