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Showing results for tags 'collider'.
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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
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- kopernicus
- ground scatter
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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
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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, kerba
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- restoration
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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 selec
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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