<KineticSloth8StoneBlue[m]>
What part is doing it?
<Pidgi[m]>
Kerbal Electric landing light
<Pidgi[m]>
looking at the config file for it doesn't make it look dramatically different from the stock spotlight mk1 though
<KineticSloth8StoneBlue[m]>
Its usually caused by an incorrect unity setting wen the model is exported
<Pidgi[m]>
ah
<KineticSloth8StoneBlue[m]>
Best bet is to post which part it is exactly. On the KE thread
<KineticSloth8StoneBlue[m]>
Im on mobile so i cant poke it myself rn:disappointed:
Pidgi[m] has quit [Quit: Idle timeout reached: 10800s]
KineticSloth8StoneBlue[m] has quit [Quit: Idle timeout reached: 10800s]
Pidgi[m] has joined #spacedock
<Pidgi[m]>
If a particular part is causing the craft its on to spawn in the air, and nothing in the config file suggests a reason to do that, is that a problem with the model itself?
Pidgi[m] has quit [Quit: Client limit exceeded: 6]
<KineticSloth8StoneBlue[m>
yes... thats the known stoc "spawn bug"
<KineticSloth8StoneBlue[m>
lemme guess... its an OPT part?
<Pidgi[m]>
Nope, though I found references to that online. It's the LANTIRN pod from a BDA addon
<KineticSloth8StoneBlue[m>
ah..hmm..
<KineticSloth8StoneBlue[m>
its to do with animated mesh/colliders, that can intersect either the ground colliders in KSP, or that extend ouside and mesh with the bounds of the craft that KSP calculates...
<KineticSloth8StoneBlue[m>
I dont know if its intentional, or not, but KSP spawns the craft that high, so the craft doesnt explode upon spawn when the part collider intersects the ground collider.
<Pidgi[m]>
Yeah I managed to get the plane to spawn right with world stabilizer, but it had lingering issues anyway with the craft never having registered as taking off even with that
<Pidgi[m]>
so I just deleted the offending part for now
<Pidgi[m]>
Just wanted to know mainly if it was anything I could fix in the config, I'm pretty good with that much but I can't work with models
<KineticSloth8StoneBlue[m>
yeah..no..sadly, again, its the model
<KineticSloth8StoneBlue[m>
whats the name of that part?
<Pidgi[m]>
lantirnPod from TM5Armory
<KineticSloth8StoneBlue[m>
ohh.. i was looking in BDA itself 😛
<KineticSloth8StoneBlue[m>
found it i think... lemme look @ it
<KineticSloth8StoneBlue[m>
huh..weird.. is that part animated in-game at all?... lie does the cam head rotate at all?
<Pidgi[m]>
I dunno, the config file is broken for starters, it's missing the MODULE tags to make the actual BDA stuff work
<Pidgi[m]>
adding that in fixes the mechanics of it but I never looked close enough to see if it was animated because it kept making my planes fall from the sky
<KineticSloth8StoneBlue[m>
hmm.. there may be an incorrect transform name in the cfg
<KineticSloth8StoneBlue[m>
you dont have the part in your install anymore?
<Pidgi[m]>
Oh no it's still here, I'm just not actively using it for craft
<KineticSloth8StoneBlue[m>
did you add the `MODULE` to each node in the cfg?
<Pidgi[m]>
yes
<KineticSloth8StoneBlue[m>
if you wanna test something, mae this edit to the cfg and the part again
<KineticSloth8StoneBlue[m>
replace the 3rd line in the 1st MODULE with this:
<KineticSloth8StoneBlue[m>
i kinda doubt this will fix the spawn issue, but I'm not sure what happens when BDA cant find a camera transform
<Pidgi[m]>
I'll give it a try
<Pidgi[m]>
I do have the radar module entirely commented out at the moment, I don't think that should cause an issue
<KineticSloth8StoneBlue[m>
also, could you post a screenshot of the part selected in the hanagr? I wanna visually see where the attach node is located on it
<Pidgi[m]>
aight gimme a bit
<Pidgi[m]>
5min ksp boot bois
<KineticSloth8StoneBlue[m>
heh.. i know the pain 😛
<KineticSloth8StoneBlue[m>
oh gawd... that mod has a whole slew of folder names with spaces in them... 🤦
<KineticSloth8StoneBlue[m>
and special characters...RRRRRRREEEEEEEEEEEEEE
<KineticSloth8StoneBlue[m>
30MB for just eight .mbm textures... REEEEEEEE