VITAS changed the topic of #spacedock to: Problems?: https://github.com/KSP-SpaceDock/SpaceDock/issues | Matrix/Riot Chat: https://im.52k.de +spacedock:52k.de Feel free to ask for help, we only bite a little bit! | If you want to help, please check https://github.com/KSP-SpaceDock/SpaceDock-Backend/issues/5 :) | <VITAS> inet users have the attentionspan of a squirrel...
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<Pidgi[m]> Somehow I don't think my landing lights are supposed to be this bright
* Pidgi[m] uploaded an image: unknown.png (1598KB) < https://matrix.52k.de/_matrix/media/r0/download/52k.de/IYuxuKdPuYfunqBXFQfXdIqx >
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<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:
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<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?
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<KineticSloth8StoneBlue[m> wait... lie 1km altitude?
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<Pidgi[m]> yeah
<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> `eyeHolderTransformName = eyeHolder`
<KineticSloth8StoneBlue[m> if you wanna test something, mae this edit to the cfg and try the part again
<KineticSloth8StoneBlue[m> replace the 3rd line in the 1st MODULE with this:
<KineticSloth8StoneBlue[m> `eyeHolderTransformName = eyeHolder`
<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
* Pidgi[m] uploaded an image: unknown.png (3169KB) < https://matrix.52k.de/_matrix/media/r0/download/52k.de/cGFykJriFvmogRVhwMRoadfU >
<Pidgi[m]> it does animate with your fix
<Pidgi[m]> but it also still skydrops
<KineticSloth8StoneBlue[m> ok... looks like its located at the part origin
<KineticSloth8StoneBlue[m> weird how theres both a stac node, and a surface attach node
<Pidgi[m]> the stack node doesn't work in any direction I've tested
<Pidgi[m]> also funfact: now that the camera gimbal works, the camera is inside the model enough that it blocks the view slightly
<KineticSloth8StoneBlue[m> ahh..ok... thats just a matter of moving the camera transform in the model
<Pidgi[m]> I'd be more inclined to try to fix it up if I could fix the skydropping
<Pidgi[m]> I should probably learn how to work with models myself
<KineticSloth8StoneBlue[m> oh shoot... the mesh is childed to the camera transform
<Pidgi[m]> in other news, I think I finally figured out why an engine wasn't producing thrust plumes after days of fiddling with it
<Pidgi[m]> a single missing _
<Pidgi[m]> <span class="d-emoji">:hate:</span>
<KineticSloth8StoneBlue[m> heh..
<KineticSloth8StoneBlue[m> give me a bit... i wanna see if I can fix the camera transform
<KineticSloth8StoneBlue[m> also, incidentally, I added the mod to my game, and I put the part on a plane, and it spawned fine 😮
<Pidgi[m]> <span class="d-emoji">:hate:</span>