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My collision mesh doesn't work in Blender


unsociableTim

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I have been trying to follow this tutorial to make a fuel tank.

http://www.alternatewars.com/Games/KSP/Tut1/KSP_Tutorial_1-1.htm

It told me to make an additional mesh called node_collider in Blender and to essentially make that mesh separate and 99% the size of the main mesh. It also said to ensure that all meshes have materials and textures. Check.

Additionally I read that I may have to set up two materials because one will be used up....Anyways I tried with one and two materials.

Everytime I run this part in KSP is just "falls through" the launch pad and explodes.

Been going at this trying different things for a several hours.

Was there a change in 0.90 that affects collision meshes?

2EFDA3B64362793DB7FAA7A716C6FC2D1A395B7A

Here is my part.cfg:

PART

{

name = cuddStation

module = Part

author = unsociableTim

mesh = cuddStation.dae

rescaleFactor = 5

texture = tankLayout.png

node_stack_top = 0.0, 1.00, 0.0, 0.0, 1.0, 0.0, 3

node_stack_bottom = 0.0, -1.00, 0.0, 0.0, 1.0, 0.0, 3

node_attach = 0.0, 0.0, -2, 0.0, 0.0, 1.0

TechRequired = veryHeavyRocketry

entryCost = 50000

cost = 30000

category = Propulsion

subcategory = 0

title = Cudd Tank

manufacturer = Cudd Energy Services

description = Huge Fuel Tank for Cudd so employees can work their asses off filling up

attachRules = 1,1,1,1,1

stackSymmetry = 1

mass = 14

dragModelType = default

maximum_drag = 0.2

minimum_drag = 0.3

angularDrag = 2

crashTolerance = 6

breakingForce = 400

breakingTorque = 400

maxTemp = 2900

RESOURCE

{

name = LiquidFuel

amount = 8480

maxAmount = 8480

}

RESOURCE

{

name = Oxidizer

amount = 9920

maxAmount = 9920

}

}

- - - Updated - - -

I think collision meshes are a conspiracy. It's all lies.

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It doesn't matter what you name it. In Unity you need to delete the mesh renderer component of the collider and add a physics>mesh collider component. Then tick the "convex collider" tickbox. If you don't do this it just acts as any other object ingame and your part won't interact with the world at all.

The collider should not have any materials as it will be invisible anyway. Also it should be a primitive object with as little vertices as possible.

Also, you will want to bake all of your objects scales to 1 before exporting to unity.

- - - Updated - - -

Also again, that cfg is very outdated. The game doesn't use .dae files anymore. You need to export it to .mu using the unity part tools for ksp. Not only that, your rescalefactor should always be set to 1. Use model nodes and scale to change the objects scale. Not only that you don't define the texture in the cfg either. That is defined in the .mu file and set in unity.

Edited by raidernick
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