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No staging displayed if using custom engine


MLWostal

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SOLVED

Searched high and low for an answer but guess I'm blind as I haven't found one yet :(

I create an engine using blender. Run it through Unity and add to the game.

It shows up fine under the Engine section. Placement is fine as well. Shows in the staging too IN the VAB.

Go to launchpad and nadda.

No staging displayed for anything.

The only way to get the engine to work is to do the following.

1. Set throttle to 0 to prevent accidents :)

2. Right click on engine and choose Activate.

3. Press ESC to bring up the menu then ESC again to close menu

4. Hit the throttle and go!

Category is set to Engines.

Stagingicon is set to LIQUID_ENGINE

DrawGauge is set to true

Standard Liquid fuels are being used, just the design of the engine is really different from the standard ones. What have I done wrong?????

PS If I'm annoying anyone, I am sorry.

Edited by MLWostal
SOLVED
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Can I see the entire config file?

EDIT:

I suspect you've done something wrong here:


MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
throttleLocked = True
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 230
heatProduction = 550
useEngineResponseTime = True
engineAccelerationSpeed = 10.0
allowShutdown = False
fxOffset = 0, 0, 0.12
PROPELLANT
{
name = BoosterFuel
ratio = 1.0
DrawGauge = True
}
atmosphereCurve
{
key = 0 250
key = 1 235
}

}

Edited by Starwhip
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Okay, here it is. Would put it in one of those fancy scrollable windows but honestly, I just don't know how to do that. :(

PART

{

name = Kupiter2Motor

module = Part

author = WosTronics

// --- asset parameters ---

mesh = model.mu

scale = 1

rescaleFactor = .5

// --- node definitions ---

// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z

node_stack_top = 0.0, .06, 0.0, 0.0, 1.0, 0.0, 2

// --- editor parameters ---

TechRequired = start

entryCost = 76000

cost = 13800

category = Engine

subcategory = 0

title = Kupiter 2 V3.4 Diesel Hybrid

manufacturer = Wos-Tronics Inc

description = Round things fly well and with fuel, they fly even better! Strap this little beauty to your ships bottom and see what it does!

// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision

attachRules = 1,0,1,0,1

// --- standard part parameters ---

mass = 4.1

dragModelType = default

maximum_drag = 0.20

minimum_drag = 0.15

angularDrag = 2

crashTolerance = 95

breakingForce = 2000

breakingTorque = 2000

maxTemp = 8400

//node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2

fx_exhaustFlame_blue = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running

fx_exhaustLight_blue = 0.0, -1.5, 0.0, 0.0, 1.0, 1.0, running

fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout

sound_vent_large = engage

sound_rocket_hard = running

sound_vent_soft = disengage

sound_explosion_low = flameout

stagingIcon = LIQUID_ENGINE

MODULE

{

name = ModuleCrossFeed

}

MODULE

{

name = ModuleEngines

thrustVectorTransformName = thrustTransform

exhaustDamage = True

ignitionThreshold = 0.1

minThrust = 0

maxThrust = 500

fxOffset = 0, 0, 0.125

heatProduction = 800

PROPELLANT

{

name = LiquidFuel

ratio = 0.9

DrawGauge = True

}

PROPELLANT

{

name = Oxidizer

ratio = 1.1

}

atmosphereCurve

{

key = 0 300

key = 1 300

}

}

}

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Try this

PART
{
name = Kupiter2Motor
module = Part
author = WosTronics

// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = .5

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_top = 0.0, .06, 0.0, 0.0, 1.0, 0.0, 2


// --- editor parameters ---
TechRequired = start
entryCost = 76000
cost = 13800
category = Engine
subcategory = 0
title = Kupiter 2 V3.4 Diesel Hybrid
manufacturer = Wos-Tronics Inc
description = Round things fly well and with fuel, they fly even better! Strap this little beauty to your ships bottom and see what it does!
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1

// --- standard part parameters ---
mass = 4.1
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 95
breakingForce = 2000
breakingTorque = 2000
maxTemp = 8400

//node_stack_top = 0.0, 1.0, 0.0, 0.0, 1.0, 0.0, 2

fx_exhaustFlame_blue = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -1.5, 0.0, 0.0, 1.0, 1.0, running
fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout

sound_vent_large = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout

MODULE
{
name = ModuleCrossFeed
}


MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 500
fxOffset = 0, 0, 0.125
heatProduction = 800
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}

PROPELLANT
{
name = Oxidizer
ratio = 1.1
}

atmosphereCurve
{
key = 0 300
key = 1 300
}
}
MODULE
{
name = ModuleTestSubject

// nowhere: 0, srf: 1, ocean: 2, atmo: 4, space: 8
environments = 15

useStaging = True
useEvent = True
}
}

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No, that did not correct the issue :(

I wonder... I created a Command Module and had to do some fancy stuff in Unity with tags and layers to make the Hatch work. Is there something there that I missed?

Been looking for an engine tutorial like the Ladder and Hatch one but so far, no luck.

And, thank you for looking at this issue. I appreciate the help.

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I notice on your config that you have the Drawgauge = True for the liquid fuel but not the oxidizer. Is it only required for one of them?

One thing you might try is to use the .cfg for one of the stock engines. If it fixes your problem then just tweak that config with your ISP values, node position, and any effects offset.

If the stock config doesn't fix your problem then it's in the Unity setup and you're on the wrong path to fix it.

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Reinstalled KSP .90 in a seperate folder and same issue so...

Used just the engine on a fuel tank and command module. It worked.

Used engine and just the upper part of the Kupiter 2. It did NOT work

Used engine and just the lower part and again, it did NOT work.

HOW THE HECK is a 3d model, that the game loads, displays and allows you to manipulate, causing the issue?

Better question is, how can I find out how I screwed it up? :)

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Wait. What are we saying? The engine works?

Put a screenshot of the three scenarios, I'm confused.

If im not mistaken, Somehow The part config breaks staging. Ive had it happen before with Tantares. It works, but staging goes of screen and will not work untill the messed up part is destroyed. No idea what causes it

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Here is the full model, sized 1/2 of true size for working with and with temp textures.

Can't just put images here for some reason, hence the links to them in Dropbox. Sorry.

Notice, there is no staging shown.

https://www.dropbox.com/s/mosgjxexx5xx8oi/Screenshot%202015-02-12%2020.57.05.jpg?dl=0

Just using the upper hull and again, no staging.

https://www.dropbox.com/s/dr29n4043594hyg/Screenshot%202015-02-12%2021.10.41.png?dl=0

The lower hull and, alas, staging is still missing.

https://www.dropbox.com/s/4u44em3nqyc2hi6/Screenshot%202015-02-12%2021.11.55.png?dl=0

And just the engine. This works perfectly.

https://www.dropbox.com/s/s77ow75ks1noaxe/Screenshot%202015-02-12%2021.13.08.png?dl=0

Going back to blender and trying again I guess :(

- - - Updated - - -

Here is the CFG for the Kupiter 2 upper hull. Trying the [] code thing, bet I screw that up too. :(


PART
{

// --- general parameters ---
name = Kupiter2
module = Part
author = WosTronics

// --- asset parameters ---
mesh = model.mu
scale = 1
rescaleFactor = .5

// --- node definitions ---
// definition format is Position X, Position Y, Position Z, Up X, Up Y, Up Z
node_stack_bottom = 0.0, -1.15, 0.0, 0.0, 1.0, 0.0, 1


// --- editor parameters ---
TechRequired = specializedControl
entryCost = 7600
cost = 3800
category = Pods
subcategory = 0
title = Kupiter 2 Topdeck and Command
manufacturer = Wos-Tronics Inc
description = Spilling your cereal sometimes brings on bright ideas. Until that happens, a hull shaped like an upturned bowl is all Wos-Tronics techs could come up with to meet their deadline.
// attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision
attachRules = 1,0,1,0,1

// --- standard part parameters ---
mass = 6.4
dragModelType = default
maximum_drag = 0.20
minimum_drag = 0.15
angularDrag = 2
crashTolerance = 95
maxTemp = 8400
breakingForce = 200
breakingTorque = 200
vesselType = Ship

// --- internal setup ---
CrewCapacity = 2

fx_exhaustFlame_blue = 0.0, -0.5, 0.0, 0.0, 1.0, 0.0, running
fx_exhaustLight_blue = 0.0, -1.5, 0.0, 0.0, 1.0, 1.0, running
fx_exhaustSparks_flameout = 0.0, 0.0, 0.0, 0.0, 1.0, 0.0, flameout

sound_vent_large = engage
sound_rocket_hard = running
sound_vent_soft = disengage
sound_explosion_low = flameout

INTERNAL
{
name = Kupiter2TopDeck
}
MODULE
{
name = ModuleCrossFeed
}
MODULE
{
name = ModuleCommand
minimumCrew = 1
}

RESOURCE
{
name = ElectricCharge
amount = 1000
maxAmount = 1000
}
MODULE
{
name = ModuleReactionWheel

PitchTorque = 25
YawTorque = 25
RollTorque = 25

RESOURCE
{
name = ElectricCharge
rate = 1.6
}
}

// --- rcs module parameters ---

MODULE
{
name = ModuleRCS
thrusterTransformName = RCS
thrusterPower = 1
resourceName = MonoPropellant
resourceFlowMode = STAGE_PRIORITY_FLOW
atmosphereCurve
{
key = 0 260
key = 1 100
}
}


// Animations

MODULE
{
name = ModuleAnimateGeneric
animationName = Hatch
startEventGUIName = Hatch
endEventGUIName = Hatch
actionGUIName = Hatch
}
MODULE
{
name = ModuleEngines
thrustVectorTransformName = thrustTransform
exhaustDamage = True
ignitionThreshold = 0.1
minThrust = 0
maxThrust = 3000
fxOffset = 0, 0, 0.125
heatProduction = 600
PROPELLANT
{
name = LiquidFuel
ratio = 0.9
DrawGauge = True
}
PROPELLANT
{
name = Oxidizer
ratio = 1.1
}
atmosphereCurve
{
key = 0 390
key = 1 110
}
}
}

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Unfortunately, that was a MOD added after this issue started.

I thought of something. If the mesh is breaking it, what could I have done to screw it up and I thought COLLIDERS! I've been lazy and let Unity create the colliders for me. Just edited all the meshes and created the colliders myself. Testing now.

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Well, the new colliders did not fix the issue :(

And yes, using convex for all the parts right now though, if I figure out how to rig the landing struts properly, I may have to stay away from convex on some of those subparts.

Still trying to find the cause of this issue. Getting really frustrated now :(

One good thing, I finished adding the RCS thrusters to the ship. 1 step at a time....

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Show me your Unity hierarchy: my mod's models were invisible because of an error here. You should have the parent model as the first (MAIN) thing in the hierarchy, and subsequent parts underneath.

OH! I forgot to mention that I fused the two parts of the engine together in Blender with Ctrl+J. Is that your problem?

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Fused the two parts?

When I join the parts, they all become one item and that makes animations impossible for me.

But, I do admit, I've been using Blender just slightly less in time than I've been using KSP so I an a newbie with that software.

Been modeling since the old Amiga days but used Caligari (trueSpace on the PC) so not used to Blender.

I now fully suspect it's my ineptitude in Blender that is causing all my issues. Thanks for all your help with this issue.

Here's the link to a pic of my Unity setup

https://www.dropbox.com/s/upnrdthqs0kgd0e/Screenshot%202015-02-12%2023.25.35.png?dl=0

Edited by MLWostal
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Ah! Aha! Methinks I know what you did!

See where it says "GameObject"? Get rid of it. Move (click-drag) the Jupiter2UpperHull model into the main Hierarchy directory, so that it becomes the master, or parent part, however you see it. Give it a Physics-Mesh Collider property, a KSP-PartTools script, and compile.

If that's not your problem I have absolutely no clue. XD

EDIT:

If this is the case...

http://imgur.com/gallery/wMUnuge

Sums it up real nicely. :)

Edited by Starwhip
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I am a curse on all of Kerbalkind.

It did not fix the issue.

I'll keep plugging away at it though. Maybe some error will popup and give me a clue. I don't know what else to do but keep trying.

Once again. Thanks for all the help and time!

The Kupiter 2, with its crew of Kobinsons and a mean ole stowaway Dr. Kmith will have to wait for their epic journey. :)

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I was looking over the .cfg on the last page for the Kupiter 2 Upper Hull. Is it supposed to have the moduleEngine bit? :huh:

EDIT:

You're welcome! And I hope we can get this confounded thing working!

Edited by Starwhip
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Yes, the upper hull has the main engine, the one on the bottom is actually (from the TV show) a maglift device with limited space propulsion but great for planets.

One last question. I'm using Unity 4.6.1f1. Just noticed a thread saying I should be using 4.2.2? Could this be the problem all along?

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