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Found 6 results

  1. Stock Scatter Collider Enabler Patch The recent celestial body revamps implemented by SQUAD into KSP are of a high enough quality that many players are no longer using 3rd party mods that revamp the surface terrain. Due to this change in 3rd party mod uptake, it has become apparent that there was no solution to enable the stock ground scatter collider meshes through the use of Kopernicus available to the community. This mod aims to provide this solution by providing a small patch to enable these ground scatter collider meshes for the stock ground scatter instances on the stock bodies for Kerbal Space Program. Download Click here to navigate to the GitHub release page: https://github.com/Poodmund/Stock-Scatter-Collider-Enabler-Patch/releases or install through CKAN! How to Install Extract the GameData folder found in the downloadable .zip directly into your Kerbal Space Program install directory. If located correctly, the SSCEP directory should be found at: \Kerbal Space Program\GameData\SSCEP Dependencies The following KSP mod must be installed prior to using the Stock Scatter Collider Enabler Patch mod (ensure that you install the correct version of the dependency for your version of KSP): Kopernicus (depending on KSP version) - https://github.com/Kopernicus/Kopernicus/releases Module Manager - https://forum.kerbalspaceprogram.com/index.php?/topic/50533-* Conflicts Do not use this mod if you are using a different mod that has its own implementations of ground scatter such as Stock Visual Terrain or Spectra. To reiterate, this mod only enables colliders for the stock scatter implementations. Disclaimer This patch may enable the ground scatter collider meshes on bodies for versions of KSP prior to 1.8.0, however, the further back you go the more likely that the ground scatter has been changed since, config wise, by SQUAD in the multitude of updates. I have limited its usage back to 1.3.1 so feel free to use but your milage may vary. I suggest that if you use anything like KSP 1.7.3 and prior that you just use a mod like Stock Visual Terrain instead. Also, this purpose of this mod means you will now collide with terrain scatter... I take no responsibility for your missions being ruined due to the usage of this mod. Changelog v1.0.1 Version bump up to KSP 1.11.99 compatibility v1.0.0 Initial release License The mod is licensed under the GNU General Public License Version 3, 29 June 2007 Thanks Big thanks to @Thomas P. who talked this whole issue through with me over a few hours... I think this is probably the best way to implement this, right? He did the leg work, I'm just the messenger.
  2. So my part is now showing up in the VAB, but I can't seem to selected. Am I correct to assume I forgot the collider in Unity? I can select it, and even attach it, but nothing afterwards.
  3. Hello! I am currently in the process of refurbishing my dome. I created a brand-new model, along with a custom collider mesh made out of triangular prisms. Here are the screenshots from Unity, where everything appears to be fine: However, in-game the dome looks like this (the size is correct, it's supposed to be 10m in diameter): ^ Proof that it's the collision mesh that's messing things up for me, and not the actual texture(s) that I'm using. I am really confused as to what I should do at this point. I tried everything, including moving the colliders up and down the hierarchy, applying the mesh renderer and applying an empty texture to it, and a bunch of other things, only to end up with the same result. What should I do? Am I doing something wrong?
  4. Greetings! I am currently working with @Hellbrand to restore some of the works of @CoffeeSE. His works are of exceedingly high quality and they have aged remarkably well (with a few exceptions - see below). This is not a promo thread, so please excuse the lack of details. The issue at hand is one of the 1.25m cockpits, the [REDACTED], which seems to be missing a collider. At least that is my assumption - I know it has one around the hatch, but when it spawns in the flight scene, it sinks into the ground until it catches on the hatch collider (see pics below). In its present state, kerbals can walk through it. There is also the issue of a "Hatch Obstructed" error when trying to EVA. It might be related, as I've heard that's caused by having a hatch collider not extending beyond the mesh. Or something (my skills, such as they are, are confined largely to a note pad). There is another cockpit that has a similar issue (although it has fully working colliders). If anyone has any suggestions or advice, please let me or @Hellbrand know. I should mention these cockpits have fully custom RPM IVAs and it would be a shame if they got sidelined over such a minor issue (I'm assuming people will want to actually leave their cockpits at some point ). Below is a link to the part files in question (textures, model, config) for the [REDACTED] cockpit. Thanks! Download Link Pics: Legal: If you're curious, yes, we have permission from CoffeeSE directly; moreover, the original License (included) on this part was and remains: CC-BY-NC-SA 4.0 http://creativecommons.org/licenses/by-nc-sa/4.0/
  5. OMG!!... Yes, I'm new to modelling... Been screwing with a part (engine) in Blender & Unity for several days now, and it seems 80% of my issues are due to a stoopid collider... I've read many threads, I've watched many video tutorials... I've tweaked and changed ALL kinds of settings both in Unity and Blender, and i JUST CANT GET MY COLLIDER 100% figured out... Finally found a KSP shader that "seems" to work... Finally got the dang axes to orient properly... Now my last issue, is that my part is selectable and placeable in the editor... But once placed, the part cannot be selected or removed again... Also, if I launch with it, it wiggles around during physics loading, then when activated (its an engine), it separates from the rocket and goes spinning off on its own, still thrusting even though its no longer attached to anything... (not even a fuel tank?...lol) IIRC, I read this might be due to the collider... In tweaking everything to get a 90% workable model model, I notice the blue wireframe highlighting for the collider mesh in Unity has disappeared, also... I've rechecked the collider settings, and I cant figure it out.. I'm sure its something simple I'm missing, but for the life of me... SOMEONE PLEEZE HELP!! Thanx
  6. A few questions, i have today. I'm trying to setup fairings for the FFR rocket mesh i'm doing. I have parts named correctly in Unity and the name matches in the cfg file. Enabling and disabling them makes them show up and disappear within KSP but if i try to separate them they just sit there. they have ejection force but no colliders as stock game ones didn't appear to use them either. Searches haven't been terribly helpful. Any ideas? Second question I'm pretty sure i know the answer to already. Is there any way without setting it up as a ton of smaller colliders to do a hollow centrifuge you can walk (or drive) in. I've been working on a large scale one but colliders quickly start doing strange things.Like ejecting Kerbals at escape velocity. Thanks.
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