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Everything posted by flywlyx
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Turn down the lights?
flywlyx replied to CaptainPanda's topic in KSP1 Technical Support (PC, modded installs)
I will remove the deck light in OLS system. -
Have you checked the instruction of the Hangar MOD?
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I have a plan of include tweakable function, too busy to work on MOD now. Tweak scale will be resulting in some trigger size problems, but mostly workable, you could use it for now.
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Step1: Provide KSP.log file.
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Maybe it is related to KJR or other MOD, but I am flying single part plane anyway, so whatever
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I couldn't spawn any stock plane, all of them will be disassembled in hangar. I assume it is a bug from Hangar, no idea how to fix it.
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That was left for pilots from planes but seems not necessary now, I will reduce it to 6 (maybe 10?) soon.
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Do you have more details? The custom float system might cause some issue, But it also could be the stock floating system, I am always trying to figure out which one goes mad.
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Try using KSP_x64.EXE to start your game, log file looks OK, nothing goes wrong there.
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You mean Enterprise? I am still working on new parts for this MOD, more and better carrier will be added to future plan but not now.
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Which part crash your game? Can you isolate it? Also, ksp.log will be very helpful
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Category Help
flywlyx replied to Next_Star_Industries's topic in KSP1 C# Plugin Development Help and Support
@DoctorDavinci Everyday opening help and support subforum is like opening a treasure box, thanks for the awesome code. Edit: So, does it compile with CC licences or I need to transfer to GPL too? -
Hyper Edit /VesselMover Continued/Kerbal Konstructs with Water spawn point(developed by Tony Jones) For putting the CV into the water I would consider adding a blast deflector but don't really know how it works in KSP.
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Add part to vessel during flight
flywlyx replied to flywlyx's topic in KSP1 C# Plugin Development Help and Support
Thank you, this is very helpful! For landed vessel, place the vessel will always result in some issues... -
I agree, CLLS has no requirement for flight deck style, you don't even need one
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The tie down issue is mostly ALG issue, yes, it is fixed with ALG updated. https://github.com/shadowmage45/KSPWheel/raw/dev/GameData/KSPWheel/Plugin/KSPWheel.dll
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You can use the newest update, there is a version that fails. Or using the update file in spacedock is also OK
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Are you using the spacedock update?
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You are welcome.
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https://www.dropbox.com/s/z0gz91smmgyohtp/CVAccessories.rar?dl=0 There is a problem with that update, layer 21 only collider with layer 16, which is not working, I have update them again.
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If I put a trigger into layer 21 Part Triggers, it will not call OnTriggerStay with collision with wheel collider, layer 0 trigger collider. So which layer it is collision with and if I want it to be totally ignored by all other physic system like aero, drag which layer should I put the triggers to?