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flywlyx

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Everything posted by flywlyx

  1. I don't know if trigger collider can get Wheelcollider. If not, yeah, there is no way I could get it.
  2. It is my pleasure. Because you need to grab the wheel instead of grab the collider. I am considering the ability to grab anything, just wondering if it is going to be inconvenient.
  3. I play a lot with KSPWheel, but I dont really want KSPWheel become a dependency of ACA. Why not using stock wheel for front wheel?
  4. Yep, missing part might caused by many reasons, we need something to start with. Any log or picture? Or even more details?
  5. Do you have a pic or log to describe your problem? You can try CLLS if you want something easy to deal with, only EC is needed, change to land mode, and fly to the rail.
  6. If you are looking for an air cushion chassis, I can give you one build based on raycast. The only problem is you wouldn't get the inflate animation.
  7. Yes, the impossible one is what I mean Where can I find your 8x8 truck? I would like to take a peak of the CFG build. You the man!
  8. Updated, please check if it has fixed your problem. If not, I need a new strategy for the OLS then.
  9. The OLS is carrying a hug collider, I will have a update latter today. Hope it will fix this issue.
  10. Same name will result only the 1st works. And BTW, how to add more than one smoke trail? Add 2 PREFAB_PARTICLE in the same effect?
  11. It seems KSP tick convex itself now, a Unity 5 feature per somebody's word. If there is a way to get around it ,please let me know
  12. Yes, negative number works exactly like the positive one. It will give you the actual number it put in.
  13. I notice Modulearmor and ArmorPenetration has already got something inside, is there any news about them? And how to make a turret armored?
  14. You build the effect your self or you are using the stock ones? For stock ones, they should following the Z- axis.
  15. Layer 21 is for Trigger collider like ladder and hatch, I think this is a perfect fit. Thank you for your answer!
  16. So I need to make a booster myself, not a big deal I always have problem using MKS with EL, changing to GC might be a good news to me. But to be honest, I don't want to deliver anything to the colony from KSC, it is too far away in most of the planet pack MOD.
  17. This freight looks awesome! So is it a SSTO freight or we could get a even more awesome detachable booster?
  18. My condition is kind of reversed, the layer mask of BDA is 557057, so it means if I put the trigger to layer 21 I will be safe? And also, does the layer of the trigger affect which object trigger can detect? Thanks for you help.
  19. I just notice a bug between my ACA mod and BDarmory. The gun in BDarmory using raycast and will hit the trigger collider, which means the huge trigger collider of my OLS will block all the incoming bullet, cannon. Since the trigger collider might be the cheapest method to detect an area entering, is there a way for me to avoid the raycast and still working with other part?
  20. [LOG 00:53:48.805] Load(Model): KFC/parts/FRX00/Yukikaze [LOG 00:53:48.806] , , m_PlayAutomatically, UnityEngine.AnimationCurve [ERR 00:53:48.807] File error: (null) at (wrapper managed-to-native) UnityEngine.AnimationClip:SetCurve (string,System.Type,string,UnityEngine.AnimationCurve) at PartReader.ReadAnimation (System.IO.BinaryReader br, UnityEngine.GameObject o) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.ReadChild (System.IO.BinaryReader br, UnityEngine.Transform parent) [0x00000] in <filename unknown>:0 at PartReader.Read (.UrlFile file) [0x00000] in <filename unknown>:0 [WRN 00:53:48.810] Model load error in 'E:\game\Kerbal Space Program\GameData\KFC\parts\FRX00\Yukikaze.mu' The log indicate a loading error. It is only a simple transform animation. Is it related to I didn't use any animator in models? Edit: Add animator, the model go through, but the animation doesn't works. And the legacy flag of the animation doesn't affect the result.
  21. I would suggest make a ModuleEscapePod for pod and a ModulePodBay for podbay. ModuleEscapePod detach the pod itself and do some awesome maneuver after that, ModulePodBay collect kerbonauts,deploy them to pod and tell every pod on it when to deploy. By doing so, your pod is independent from podbay and could work both together and separately.
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