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Everything posted by flywlyx
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I don't know if trigger collider can get Wheelcollider. If not, yeah, there is no way I could get it.
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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.
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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?
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[1.3] KerBalloons v0.4.2 - Balloons for KSP!
flywlyx replied to JoePatrick1's topic in KSP1 Mod Development
interesting, landing with air park? -
Yep, missing part might caused by many reasons, we need something to start with. Any log or picture? Or even more details?
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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.
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[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
flywlyx replied to Shadowmage's topic in KSP1 Mod Releases
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. -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
flywlyx replied to Shadowmage's topic in KSP1 Mod Releases
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! -
[1.8.x] Kerbal Foundries -- Continued - Tracks, Wheels, and Gear
flywlyx replied to Shadowmage's topic in KSP1 Mod Releases
Is there a way to make track chassis? -
Updated, please check if it has fixed your problem. If not, I need a new strategy for the OLS then.
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The OLS is carrying a hug collider, I will have a update latter today. Hope it will fix this issue.
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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?
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Collider Mesh Appears In-Game
flywlyx replied to 2001kraft's topic in KSP1 Modelling and Texturing Discussion
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 -
Part.RequestResources question
flywlyx replied to linuxgurugamer's topic in KSP1 C# Plugin Development Help and Support
Yes, negative number works exactly like the positive one. It will give you the actual number it put in.- 1 reply
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I notice Modulearmor and ArmorPenetration has already got something inside, is there any news about them? And how to make a turret armored?
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You build the effect your self or you are using the stock ones? For stock ones, they should following the Z- axis.
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Coyote Space Industries - Dboi's Dev Thread
flywlyx replied to dboi88's topic in KSP1 Mod Development
You have my word. -
Coyote Space Industries - Dboi's Dev Thread
flywlyx replied to dboi88's topic in KSP1 Mod Development
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. -
Coyote Space Industries - Dboi's Dev Thread
flywlyx replied to dboi88's topic in KSP1 Mod Development
This freight looks awesome! So is it a SSTO freight or we could get a even more awesome detachable booster? -
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?
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[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.
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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.