With all our meshes done, we should make sure things are parented and ordered properly in the hierarchy, ready for being placed in the game.

Place transforms and order your hierarchy

At minimum, you’ll need at least the following:

It’s a lot to keep track of, but the RCS Build Aid mod can help you in the VAB to identify off-centre or incorrectly oriented thrust transforms.

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Generate colliders

Colliders both determine how the object should behave in rigidbody physics, as well as determining the “hover area” when interacting with the part in the VAB/SPH.

For each seperate mesh object in your part, select it, head into the active tools tab, and click one of the options (usually Single Collider: Mesh) to generate a collider. The tool will automatically parent and name the collider properly for you; you could probably just hide it from the hierarchy at this point.

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Define stack attachment points

You’ll want two empties, one for the top and bottom attachment nodes each. Name them node_stack_bottom and node_stack_top. Make sure the bottom node empty is pointing downwards—using the “single arrow” empty type is helpful for gauging orientation.

Both of these should be parented directly to the main part empty.

These empties and their names will be used by the config to define attachment nodes. You should also adjust the size of each node, in the object data pane:

Stack radial size Node size
0.625m 1
1.25m 2
2.5m 3

Set up your engine shroud

If you have a custom engine shroud, its mesh should be parented to the main part empty. To make sure it doesn’t show up in the icon preview in the VAB/SPH, head to the object properties tab, find the Mu Properties rollout, and set Tag to Icon_Hidden. It will also need its own collider too.

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Note that if you either: