Vlos

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About Vlos

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    Rocketeer
  1. Yo utilizo un mod llamado "mechjeb for all" que activa mechjeb en todas las partes de control. Para lo del sobrecalentamiento y derroches varios, prueba a activar la aceleración máxima a 20
  2. Spanish is a looooong language
  3. Not currently. But I can try something for the next releases.
  4. Making something based on that track....
  5. My mod for this! (mod advertising :P) Races!
  6. NAE V3 poorly edited video: Download: https://kerbalx.com/Vloos/NAE-V3
  7. I made the KSC Obstacle Course with Races! mod. https://www.dropbox.com/s/arcfaqfkv7mo2vu/KSCObstacleCourse.krt?dl=0 Hope you like it
  8. Can use this mod for de races! * Flies away. Fast.
  9. I´m trying to fix that
  10. I´m using the EditorGizmos.GizmoRotate and EditorGizmos.GizmoOffset to move and rotate objets in the flight scene with this code (for Offset): gofs = EditorGizmos.GizmoOffset.Attach(loadedTrack.cpList[editionCp].transform, rCompTran, rCompTran); Now in KSP 1.1.3 using same code there are no errors logged, the transform.position seem correct, but the gizmos does not show at all. Is there any change on gizmo behaviour? (blame google for confusing translation!)
  11. ¡Hola!

    Lo siento, mi español no es muy bueno. 

    Soy ver lo submisión por su mod, "Races!" en CKAN. ¿Los folder "Racetracks" va a en "GameData"?

  12. Older version video demostration. Video review from KottabosGames (Thanks!) Dev album... Races! It is a Kerbal Space Program mod in which You can build and share air, land and water racetracks and compete to complete them in the shortest possible time. This mod includes version checking using MiniAVC. If you opt-in, it will use the internet to check whether there is a new version available. Data is only read from the internet and no personal information is sent. For a more comprehensive version checking experience, please download the KSP-AVC Plugin. Download, source, full readme (in spanish) https://github.com/Vloos/Races/releases SpaceDock page http://spacedock.info/mod/721/Races! (my first mod!! woohoo!! ) 1.0.1 release Compiled for Kerbal Space Program 1.2.1 I banished those damn foreach. But they are commented, just in case ... The transliteration and rotation symbols do not work (for some strange reason), so I've put a few buttons, which work fatal, to move and rotate control points and obstacles Read me Translated with google ...
  13. How to detect collisions with the active vessel? This code spawns a collider in vessel CoM, but trigger does not trigger public class collisionTest : MonoBehaviour { public BoxCollider boxCollider1 = new GameObject().AddComponent<BoxCollider>(); public collisionTest() { boxCollider1.isTrigger = true; boxCollider1.enabled = true; boxCollider1.transform.position = FlightGlobals.ActiveVessel.CoM; } void OnTriggerEnter(Collider other) { Debug.Log(other.gameObject.name); } void OnCollisionEnter(Collision collision) { Debug.Log(collision.gameObject.name); } } Wen boxCollider1.isTrigger is set to false, pushes the vessel, but there is no log. All I can find about colliders uses the unity editor thing (like this one http://unity3d.com/es/learn/tutorials/modules/beginner/physics/colliders-as-triggers?playlist=17120 ) I use Visual Studio
  14. Little mod for racing and beat times. too much wip.