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flywlyx

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Everything posted by flywlyx

  1. Video? Mod list? You are right. Put OLS on a small cart and drive to the end of the runway. Try Physics Range Extender Log file.
  2. Yes, the reloaded missile is determined by the missile you load in the beginning, replace the missile on the rail and click reassign will change the type it will reload.
  3. THis is a good news. Could you take a screenshoot to indicate where the hole is?
  4. I would suggest multiple ray cast to hover the vessel. When you are on water, use altitude replace ray cast, all other calculation stays the same. Check the hover craft MOD I made previously. https://github.com/flywlyx/Hover-Craft
  5. Not a Unity problem, same part works perfectly in previous version KSP will be messed up in new version. It is not only happened in 1.8 through, Enterprise has been updated a while ago.
  6. KSP has a major problem on the multi mesh collider now, old MOD might suffer from it since the bug was not there back then.
  7. Which one? Parts should not impact part's CL until activated before landing.
  8. forget this totally, I will update next version.
  9. You need manualy remove or add support for restock. Find following in "restock-command-pods.cfg" And Add into it, like I didn't test this, if it doesn't work, let me know. ____________________ Update should fix this, let me know if it is upside down.
  10. Could you send a screen capture of the error log? Or the KSP.log file is also acceptable.
  11. Try adjust the range and clear the space in between, some part has bigger collision than the visual model. Yes, please use hanger, there is no way to help this issue unless we totally remove gravity.
  12. I would suggest you check :https://wiki.kerbalspaceprogram.com/wiki/Module#ModuleEnginesFX When you work with ModuleEnginesFX, the effect of the engine is controlled by EFFECTS EFFECTS { running_thrust { AUDIO { channel = Ship clip = sound_jet_deep volume = 0.0 0.0 volume = 0.05 0.2 volume = 1.0 0.5 pitch = 0.0 1.2 pitch = 1.0 2.0 loop = true } } running_turbine { AUDIO { channel = Ship clip = sound_jet_low volume = 0.0 0.0 volume = 0.05 0.35 volume = 1.0 0.5 pitch = 0.0 0.6 pitch = 0.05 0.8 pitch = 1.0 1.5 loop = true } } engage { AUDIO { channel = Ship clip = sound_vent_medium volume = 0.8 pitch = 2.5 loop = false } } disengage { AUDIO { channel = Ship clip = sound_vent_soft volume = 0.8 pitch = 2.5 loop = false } } flameout { AUDIO { channel = Ship clip = sound_explosion_low volume = 1.0 pitch = 2.0 loop = false } } } You could go through different engines in KSP to check different effect or make your own with KSP particle emitter.
  13. When a relative large mesh collider appears in the part, sometimes it will have a invisible destructive collider. It will randomly destroy part on other vessel passing it. It only happens on mesh collider, other collider like BOX or capsule is affected. https://i.imgur.com/lAtTbDy.mp4
  14. Try this cfg:https://1drv.ms/u/s!AkYaAbA9jBpehhegy1GZtjt_YRkq
  15. You put the MOD in the wrong folder. Find GameData folder and combine it with the Gamedata folder in KSP root folder.
  16. Could you provide .log file? There might be a loading error Could you provide a picture or something? the wheel is pulled down very hard, but shouldn't pass through the deck. Unless the wheel doesn't have collider build in.
  17. They should have a separate tab called ACA Enterprise is a single part ship, I try to keep the function as less as possible to reduce the right click menu.
  18. Looks everything works with 1.6.1. Updated, thanks!
  19. Reassign only valid if you use any method(mostly KIS) to mount a new missile on the rail. The rail will "remember" the new missile.
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