Jump to content

s_jmp

Members
  • Posts

    4
  • Joined

  • Last visited

Everything posted by s_jmp

  1. If anyone is curious , i figured it out : protected override void onPartUpdate() { base.onPartUpdate(); UnityEngine.RaycastHit myray; if (UnityEngine.Physics.Raycast(this.transform.position, -this.transform.right, out myray)) { print(myray.collider.gameObject.name ); } }
  2. So ,there are no ways to connect two parts after launch,for making bigger constructions in space,imagine for example making an International space station or building some bases on another planets gradually by sending parts in separate launches. one Idea is to make a Magnet part to connect two parts together. i have written some code and a model for this purpose but it is nowhere near finished right now. currently i can cast a ray from my magnet and find another magnet,then i use a fixedjoint to connect to parts,but when i try to move one ship the other one doesnt move and the fixedjoint just causes the ship to not move. i have also provided a save file that you can see some pictures of below for easy testing. so i want your opinion and collaboration on this Magnet part. one idea is to completely destroy the other ship and construct it exactly with code, cause right now the magnet activates when game loads. here is the github project: https://github.com/siavash-hamedani/KSP-Magnet-Part as you can see, the engines are firing but the others ship and the fixedjoint doesnt let the whole thing move.
  3. How can I get a handle to the object which my part collided with in my plugin module?
  4. Please add the feature of being able to build bases on other planets for example carrying stuff to a base on moon to later use to fly to other planets. that could make the kerb thing astronauts more useful currently they are useless
×
×
  • Create New...