[WIP] KerbTown v0.13 Beta - Place static buildings, cities, launch sites & more! in KSP1 Mod Development Posted July 5, 2014 · Edited July 5, 2014 by technicalfool Double-post merged. Ok a new version release: (link is actually the same)https://www.dropbox.com/s/pfssc2u341zp58a/KerbTown%20%28fixed%20for%20v0.23%29.zipFixed camera,Add Lat/Lon input,Launch site modeler should add "DefaultLaunchPadTransform = ..." in cfg files with the spawn point's name in Unity.Code example: ... crashTolerance = 1 maxTemp = 1 breakingForce = 1 breakingTorque = 1 DefaultLaunchPadTransform = spawnPoint ...In Unity the hierarchy should look like this:...model // The object that has "PartTools" component launchPad // Actual model objects are inside this node ... spawnPoint // This is the empty transform we need to add ...The latest version is not in OP.https://www.dropbox.com/s/pfssc2u341zp58a/KerbTown%20%28fixed%20for%20v0.23%29.zipCheck more details in this post:http://forum.kerbalspaceprogram.com/threads/40374-WIP-KerbTown-v0-13-Beta-Place-static-buildings-cities-launch-sites-more!?p=1052327&viewfull=1#post1052327this url not work,can you give me a new one to download a Kerbtown,thank you very much! my email is [email protected]
[WIP] KerbTown v0.13 Beta - Place static buildings, cities, launch sites & more!
in KSP1 Mod Development
Posted · Edited by technicalfool
Double-post merged.
this url not work,can you give me a new one to download a Kerbtown,thank you very much! my email is [email protected]