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ThaHypnotoad

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    Curious George
  1. Hinge joints you say? That is, in fact rather strange. I'm going to try that out. I do remember the sliding around when it was still in the early 0.2s. Didnt even notice they fixed that since ive been out of the loop for so long.
  2. We may notice that sometimes no matter how many struts we put our rockets are still wobbly. I've been working on something of my own that requires physics and found that Unity's joint system doesnt quite work as expected, with "fixed" joints sliding around and such. I noticed that KSP seems to have solved the problem of connecting separate rigid bodies together and I wanted to ask, did the team: 1,) somehow implement Unity's joint system such that it would... well... work? 2,)make their own system for connecting components? In which case I was wondering if it was possible to get some insight into how it works.
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