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FlyingFalap

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Posts posted by FlyingFalap

  1. On 2017-02-05 at 6:01 AM, linuxgurugamer said:

    Please open an issue on Github for this

    Just commented on your Github issue @eberkain, I think it would be great to have a fine-adjustable slider for reasons.

    Quote

    I'd love to see a fine-grained slider that snaps to the nearest 0.005 lets say. Would give tons of flexibility to size the test weight to simulate different sized payloads or fairings. Edit: I am using Tweakscale, Tantares and BDB as well as some other mods which result in some odd sized stages such as .9375 (close enough to .938), 1.5, 1.875, 3.125, etc. Having a freely adjustable diameter would be great.

     

  2. 17 hours ago, Padishar said:

    Here is version 1.1.2.5p with the first version of the support for the changes to both jet and rocket fuel flow.  It's had a fair amount of testing and seems to match the core draining behaviour but there could well still be issues with it.  If reporting problems with the deltaV calculations then please post the craft file and a log where you have clicked the "Verbose simulation log" button.  Preferably, zip both together and give it a name based on your forum name so I can more easily find the forum post it relates to.  Also, if posting a screenshot of the BuildEngineer window then make sure that "All Stages" is selected.

    https://www.dropbox.com/s/hwk584df82uqdmq/KerbalEngineer-1.1.2.5p.zip?dl=1

    Thank you Padishar :)

  3. I don't know enough about the underlying mechanics of how the joint system works unfortunately, but I know Ferram has worked through a number of solutions for his mod to get to the point where it is now. As I recall reading the release notes and thread for KJR, he has recently redesigned how some types of joints are reinforced in his mod, so I don't know if a fix for this particular issue would be easy or not. I get that it's not easy (or something modders want to do) to chase down mod conflict issues.

    Regardless, I do enjoy what you are trying to achieve with the beta of KAS here, and I'm gonna play around with it for a bit and build some cool things! :) As for how you proceed, it's your mod and I think people appreciate the work that you are putting in to it.

  4. 10 hours ago, IgorZ said:

    Hmm. It looks like a mods conflict. Do you have any mod that deals with autostruts? By default game creates autostruts for the wheels, but when joint is marked as "pivot" then they are not crossing it. TB60 and TJ2 are pivot joints and stock game reacts to them as expected. I'd suggest you have a mod that doesn't respect this setting. And it would be great if we could figure out the name.

    You're right @IgorZ, it was a mod conflict. It seems that the flexible joints are not compatible with @ferram4's Kerbal Joint Reinforcement.

    I had this suspicion, so I temporarily removed that mod for testing and sure enough, the joints move as expected now.

    Only issue is, I think quite a few people find KJR to be a necessary mod so this will probably have to be fixed one one of your ends. At least we know what the conflict is though.

  5. On 2016-10-30 at 2:08 AM, olekopyto said:

    How to convert ship to parts?

     

    11 minutes ago, MatterBeam said:

    You need: a drill, three Holding tanks in Metals, RocketParts and Ore configuration, an ISRU, a Science Lab and a small docking port (re-named to Construction Port). Process is: 

    -Mine Ore.

    -Convert Ore into Metals using ISRU.

    -Convert Metals into Rocket Parts using Science Lab.

    -Open the docking port's GUI

    -Select a design from VAB or SPH.

    -Build.

    -Release.

     

    I may be misinterpreting but does @olekopyto mean to say: is it possible to recycle a ship into rocket parts in SimpleConstruction?

    Falap

  6. So, I'm having difficulty replicating @IgorZ's and @Space Scumbag's demos of towing videos. It seems all of my wheels (stock) are being autostrutted to the heaviest part of the (now linked) vessel, and my tow joint will not articulate.

    Spoiler

    b8eecc1939.jpg348108d017.jpg

    How do I overcome this?

    edit: I am actually having this rigid connection behavior even when the attached vessel (trailer) has no wheels. Odd indeed. (.071 patch)

    Thanks,

    Falap

  7. Hey CX! I love the work that you have put in to this mod, I am very much looking forward to the upcoming bits for my ISS replica! :D

    One question though, as I have read through the thread and it seems nobody has asked yet; If I understand correctly in real life two active APAS ports would have the ability to dock: (from APAS wiki page)

    Quote

    Unlike previous docking systems, either APAS-75 unit could assume the active or passive role as required.

    I have not read anything that would suggest that the later APAS-89/95 are any different. please let me know if I am wrong, I would only want this if it would be possible IRL

    How would I go about making this possible without ruining the gendering you currently have? It is definitely correct that two permanently passive ports should not be able to dock as neither one has a latch mechanism.

    Thanks!

  8. It isn't that hard to actually launch your relay network on rocket(s)*

    *(I generally launch 3 relay satellites for the body in question on top of one rocket!)

    I would recommend trying the Precise Maneuver mod to help make your orbits and spacing quite precise. I use a MechJeb custom window for my game, and I include the orbital period in that window. This way, once I have calculated the spacing for my (usually 3 satellite) network based on the maximum range of my selected omni antenna, I can circularize the first sat at the calculated altitude and make note of it's orbital period. I always make the spacing (and therefore altitude) a little bit less than the omni range of the antenna, to account for minor spacing errors and make rendezvousing the other satellites to the correct spacing less of an exact science.

    I then proceed to plot a transfer orbit for the second satellite and using the target/intercept readout in the map view (set sat #1 as target) and Precise Maneuver to tweak the orbit, I can get very accurate spacing.

    Once I have spaced all my satellites accurately and with the same (as close as possible) orbital periods and verify that all is well, I actually close the game, open the persistent save file and copy the 1st vessel's SMA (semi-major axis) value to the other satellites in the network to eliminate the possibility of them drifting apart! Even after months or years of timewarping, the network is still perfectly spaced!

    I hope this helps you in some way when attempting a replacement for your broken relay!

    PS. I don't and have never used hyperedit in my game.

  9. On 2016-01-19 at 7:50 AM, NecroBones said:

    Wow, I'm not sure. I've never worked with that welding mod or the associated WeldedMeshSwitch. I'm not sure if it works exactly like FSMeshSwitch or InterstellarMeshSwitch. Those two will basically look at the entire list of mesh names you gave it, and anything you don't specify will be turned ON for all of the configurations in the list.The ones you specify will show up for only whichever choices are selected.

     

    So usually if the meshes are something you just want turned off, you need something to soak them up, so to speak. In this case, since you're using the orange variants, all the other color variants probably need to be specified somewhere so they don't get drawn.

     

    For those parts, when you're using a stock game without a mesh switcher, my MM configs will assign all of of the unused meshes to an attachment node that's a kilometer away, as if they were engine shrouds, so that they'll never activate. With a mesh switcher, I suppose they could be assigned to a menu selection that no one is intended to use. Those are really the only ways I know how to turn off unused meshes at this time.

     

    So my question is does the WeldedMeshSwitch behave differently and disable unspecified meshes by default (and that's not working)? Or does it also need to specify meshes to ignore, or use some other method? This might be a question for that mod's thread.

     

    
    
     

    How might I go about specifying the meshes to not be used?

    I can delete the entire WeldedMeshSwitch section because I don't need to be able to switch meshes on the part after it's welded. I still experience the visuals after doing this however.

     

     

  10. I'm trying to make a weldment using FTP tanks and the new version of the UbioZur welding mod. I have been trying to figure out how to set the part to reference just one texture/mesh to avoid the z-fighting on welded parts. Resource selection works as expected, its just the texture/mesh that is causing problems with the welded part. Thanks for your hard work NecroBones!

    Here is my part cfg if someone would be able to help:

    PART
    {
    	name = IO3Fuelnew
    	module = Part
    	author = UbioZurWeldingLtd
    	rescaleFactor = 1
    	PhysicsSignificance = -1
    	node_stack_bottomSize3SASBatt8 = -3.395, -9.898, -2.707, 0, -1, 0, 3
    	node_stack_bottomSize3SASBatt11 = -4.233, -9.898, 0.966, 0, -1, 0, 3
    	node_stack_bottomSize3SASBatt14 = -1.884, -9.898, 3.912, 0, -1, 0, 3
    	node_stack_bottomSize3SASBatt17 = 1.884, -9.898, 3.912, 0, -1, 0, 3
    	node_stack_bottomSize3SASBatt20 = 4.233, -9.898, 0.966, 0, -1, 0, 3
    	node_stack_bottomSize3SASBatt23 = 3.395, -9.898, -2.707, 0, -1, 0, 3
    	node_stack_bottomSYprobe5m24 = 0, -9.858, 0, 0, -1, 0, 4
    	node_stack_topSYprobe7m0 = 0, 13.642, 0, 0, 1, 0, 5
    	node_stack_bottomSize3SASBatt5 = 0, -9.898, -4.342, 0, -1, 0, 3
    	node_attach = 0, 0, 0, 0, 0, 0, 0
    	CrewCapacity = 0
    	stackSymmetry = 6
    	TechRequired = largeUnmanned
    	entryCost = 631800
    	cost = 338800
    	category = FuelTank
    	subcategory = 0
    	title = IO3 Fuel CoreX
    	manufacturer = UbioZur Welding Ltd
    	description = Warranty void during re-entry.
    	attachRules = 1,1,1,1,0,0,0
    	mass = 203.53
    	vesselType = Probe
    	dragModelType = default
    	maximum_drag = 0
    	minimum_drag = 0
    	angularDrag = 0
    	crashTolerance = 6.349
    	breakingForce = 4015.021
    	breakingTorque = 4015.021
    	maxTemp = 2000
    	fuelCrossFeed = True
    	explosionPotential = 0.500001
    	thermalMassModifier = 1
    	heatConductivity = 0.12
    	emissiveConstant = 0.4
    	radiatorHeadroom = 0.25
    	bulkheadProfiles = size4
    	MODEL
    	{
    		model = SpaceY-Expanded/Parts/Command/SYprobe7m
    		texture = SYprobe-Specular, SpaceY-Lifters/Parts/Command/SYprobe-Specular
    		texture = SYtank7m-Specular, SpaceY-Lifters/Parts/FuelTanks/SYtank7m-Specular
    		position = 0, 13.392, 0
    		scale = 1, 1, 1
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPtank3m2mA
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		texture = TPtank2m-Specular, FuelTanksPlus/Size2/TPtank2m-Specular
    		position = 0, 9.392, 0
    		scale = 2, 2, 2
    		rotation = 0, 180, 180
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPtank3mL11250
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = 0, -1.858, 0
    		scale = 1.333, 1.333, 1.333
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPtank3mL15000
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = 0, -1.899, -4.342
    		scale = 1, 1, 1
    		rotation = 0, 180, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPcone3m
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = 0, 6.351, -4.342
    		scale = 1, 1, 1
    	}
    	MODEL
    	{
    		model = RSCapsuledyne/Parts/SASBatt/model
    		position = 0, -9.649, -4.342
    		scale = 1, 1, 1
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPtank3mL15000
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = -3.395, -1.899, -2.707
    		scale = 1, 1, 1
    		rotation = 0, 231.429, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPcone3m
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = -3.395, 6.351, -2.707
    		scale = 1, 1, 1
    		rotation = 0, 51.429, 0
    	}
    	MODEL
    	{
    		model = RSCapsuledyne/Parts/SASBatt/model
    		position = -3.395, -9.649, -2.707
    		scale = 1, 1, 1
    		rotation = 0, 51.429, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPtank3mL15000
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = -4.233, -1.899, 0.966
    		scale = 1, 1, 1
    		rotation = 0, 282.857, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPcone3m
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = -4.233, 6.351, 0.966
    		scale = 1, 1, 1
    		rotation = 0, 102.857, 0
    	}
    	MODEL
    	{
    		model = RSCapsuledyne/Parts/SASBatt/model
    		position = -4.233, -9.649, 0.966
    		scale = 1, 1, 1
    		rotation = 0, 102.857, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPtank3mL15000
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = -1.884, -1.899, 3.912
    		scale = 1, 1, 1
    		rotation = 0, 334.286, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPcone3m
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = -1.884, 6.351, 3.912
    		scale = 1, 1, 1
    		rotation = 0, 154.286, 0
    	}
    	MODEL
    	{
    		model = RSCapsuledyne/Parts/SASBatt/model
    		position = -1.884, -9.649, 3.912
    		scale = 1, 1, 1
    		rotation = 0, 154.286, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPtank3mL15000
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = 1.884, -1.899, 3.912
    		scale = 1, 1, 1
    		rotation = 0, 25.714, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPcone3m
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = 1.884, 6.351, 3.912
    		scale = 1, 1, 1
    		rotation = 0, 205.714, 0
    	}
    	MODEL
    	{
    		model = RSCapsuledyne/Parts/SASBatt/model
    		position = 1.884, -9.649, 3.912
    		scale = 1, 1, 1
    		rotation = 0, 205.714, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPtank3mL15000
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = 4.233, -1.899, 0.966
    		scale = 1, 1, 1
    		rotation = 0, 77.143, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPcone3m
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = 4.233, 6.351, 0.966
    		scale = 1, 1, 1
    		rotation = 0, 257.143, 0
    	}
    	MODEL
    	{
    		model = RSCapsuledyne/Parts/SASBatt/model
    		position = 4.233, -9.649, 0.966
    		scale = 1, 1, 1
    		rotation = 0, 257.143, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPtank3mL15000
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = 3.395, -1.899, -2.707
    		scale = 1, 1, 1
    		rotation = 0, 128.571, 0
    	}
    	MODEL
    	{
    		model = FuelTanksPlus/Size3/TPcone3m
    		texture = orange-jumbo-0, Squad/Parts/FuelTank/fuelTankJumbo-64/model000
    		texture = orange-jumbo-1, Squad/Parts/FuelTank/fuelTankJumbo-64/model001
    		position = 3.395, 6.351, -2.707
    		scale = 1, 1, 1
    		rotation = 0, 308.571, 0
    	}
    	MODEL
    	{
    		model = RSCapsuledyne/Parts/SASBatt/model
    		position = 3.395, -9.649, -2.707
    		scale = 1, 1, 1
    		rotation = 0, 308.571, 0
    	}
    	MODEL
    	{
    		model = SpaceY-Lifters/Parts/Command/SYprobe5m
    		position = 0, -9.608, 0
    		scale = 1, 1, 1
    	}
    	RESOURCE
    	{
    		name = ElectricCharge
    		amount = 92000
    		maxAmount = 92000
    	}
    	RESOURCE
    	{
    		name = LiquidFuel
    		amount = 279187.2
    		maxAmount = 279187.2
    	}
    	MODULE
    	{
    		name = ModuleCommand
    		minimumCrew = 0
    		RESOURCE
    		{
    			name = ElectricCharge
    			rate = 0.2
    		}
    	}
    	MODULE
    	{
    		name = ModuleReactionWheel
    		PitchTorque = 610
    		YawTorque = 610
    		RollTorque = 610
    		RESOURCE
    		{
    			name = ElectricCharge
    			rate = 11.35
    		}
    	}
    	MODULE
    	{
    		name = ModuleSAS
    		SASServiceLevel = 3
    	}
    	MODULE
    	{
    		name = ModuleSPU
    		IsRTCommandStation = True
    		RTCommandMinCrew = 4
    	}
    	MODULE
    	{
    		name = ModuleRTAntennaPassive
    		TechRequired = None
    		OmniRange = 320000
    		TRANSMITTER
    		{
    			PacketInterval = 0.3
    			PacketSize = 2
    			PacketResourceCost = 5.0
    			name = ModuleRTDataTransmitter
    		}
    	}
    	MODULE
    	{
    		name = CollisionFX
    		scrapeSparks = True
    		collisionSound = CollisionFX/Sounds/Bang1
    		scrapeSound = CollisionFX/Sounds/GroundSkid
    		sparkSound = CollisionFX/Sounds/SparkSqueal
    	}
    	MODULE
    	{
    		name = ModuleAGX
    	}
    	MODULE
    	{
    		name = ModuleScienceExperiment
    		experimentID = telemetryReport
    		experimentActionName = Telemetry Report
    		resetActionName = Discard Telemetry
    		reviewActionName = Review Telemetry
    		useStaging = False
    		useActionGroups = True
    		hideUIwhenUnavailable = True
    		rerunnable = True
    		xmitDataScalar = 1
    	}
    	MODULE
    	{
    		name = USI_ModuleRecycleablePart
    		Menu = Salvage Part
    		ResourceName = SpecializedParts
    		Efficiency = 30
    	}
    	MODULE
    	{
    		name = GeometryPartModule
    	}
    	MODULE
    	{
    		name = FARAeroPartModule
    	}
    	MODULE
    	{
    		name = FARPartModule
    	}
    	MODULE
    	{
    		name = MechJebCore
    		MechJebLocalSettings
    		{
    			MechJebModuleCustomWindowEditor
    			{
    				unlockTechs = flightControl
    			}
    			MechJebModuleSmartASS
    			{
    				unlockTechs = flightControl
    			}
    			MechJebModuleManeuverPlanner
    			{
    				unlockTechs = advFlightControl
    			}
    			MechJebModuleNodeEditor
    			{
    				unlockTechs = advFlightControl
    			}
    			MechJebModuleTranslatron
    			{
    				unlockTechs = advFlightControl
    			}
    			MechJebModuleWarpHelper
    			{
    				unlockTechs = advFlightControl
    			}
    			MechJebModuleAttitudeAdjustment
    			{
    				unlockTechs = advFlightControl
    			}
    			MechJebModuleThrustWindow
    			{
    				unlockTechs = advFlightControl
    			}
    			MechJebModuleRCSBalancerWindow
    			{
    				unlockTechs = advFlightControl
    			}
    			MechJebModuleRoverWindow
    			{
    				unlockTechs = fieldScience
    			}
    			MechJebModuleAscentGuidance
    			{
    				unlockTechs = unmannedTech
    			}
    			MechJebModuleLandingGuidance
    			{
    				unlockTechs = unmannedTech
    			}
    			MechJebModuleSpaceplaneGuidance
    			{
    				unlockTechs = unmannedTech
    			}
    			MechJebModuleDockingGuidance
    			{
    				unlockTechs = advUnmanned
    			}
    			MechJebModuleRendezvousAutopilotWindow
    			{
    				unlockTechs = advUnmanned
    			}
    			MechJebModuleRendezvousGuidance
    			{
    				unlockTechs = advUnmanned
    			}
    		}
    	}
    	MODULE
    	{
    		name = BuildEngineer
    	}
    	MODULE
    	{
    		name = FlightEngineer
    	}
    	MODULE
    	{
    		name = ModuleJettison
    		jettisonName = TPtankShroudBottom
    		bottomNodeName = bottom
    		isFairing = True
    		jettisonedObjectMass = 1.8
    		jettisonForce = 1.8
    		jettisonDirection = 0 0 1
    	}
    	MODULE
    	{
    		name = FlagDecal
    		textureQuadName = flagDecal
    	}
    	MODULE
    	{
    		name = WeldedMeshSwitch
    		objectIndicies = 1; 2; 3; 4; 6; 7; 9; 10; 12; 13; 15; 16; 18; 19; 21; 22
    		objects = collider,TPtank2m-Zcaps,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps; collider,flagDecal,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps,TPtankShroudBottom,TPtankShroudTop; collider,TPtank3m-Orange,TPtank3m-Orange2,TPtank3m-Zcaps
    		advancedDebug = True
    		destroyUnusedParts = True
    	}
    }

     

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