Louis93 Posted February 19, 2020 Share Posted February 19, 2020 (edited) Hi so i'm trying to make a winch with a chain attached to it but the chain just no clips through the entire structure like here The 'circle' part of it is the root part and isnt made from mirrored parts which I thought was the problem,and the chain is connected to the root part as shown, so i'm pretty clueless now as to where i'm going wrong https://imgur.com/SI4JNIG https://imgur.com/RrZBqv0 Edited February 19, 2020 by Louis93 Link to comment Share on other sites More sharing options...
XLjedi Posted February 19, 2020 Share Posted February 19, 2020 I don't typically create things like that but... Possibly, the "Same Vessel Interaction" setting needs to be set to ON for all the parts to help with collision detection? Maybe as a test, just try turning it on for a few parts in the wheel and see if it makes any difference. Link to comment Share on other sites More sharing options...
Louis93 Posted February 19, 2020 Author Share Posted February 19, 2020 11 minutes ago, XLjedi said: I don't typically create things like that but... Possibly, the "Same Vessel Interaction" setting needs to be set to ON for all the parts to help with collision detection? Maybe as a test, just try turning it on for a few parts in the wheel and see if it makes any difference. Yeah this fixed my problem thank you, in all my time playing KSP I had never even noticed that button before lol Link to comment Share on other sites More sharing options...
XLjedi Posted February 19, 2020 Share Posted February 19, 2020 8 minutes ago, Louis93 said: Yeah this fixed my problem thank you, in all my time playing KSP I had never even noticed that button before lol It came to light for me while creating craft and stations with robotics that allow me to manually load/unload various equipment in my craft. I had to enable the settings so the parts would not clip through cargo bays as I was loading and unloading... and to prevent explosive results if detaching such parts while they might accidentally be clipped through something. Works pretty well in most instances; beware ever turning it on for the Claw though. It converts that part into a tool of pure destructive evil! LOL Link to comment Share on other sites More sharing options...
Louis93 Posted February 19, 2020 Author Share Posted February 19, 2020 5 minutes ago, XLjedi said: It came to light for me while creating craft and stations with robotics that allow me to manually load/unload various equipment in my craft. I had to enable the settings so the parts would not clip through cargo bays as I was loading and unloading... and to prevent explosive results if detaching such parts while they might accidentally be clipped through something. Works pretty well in most instances; beware ever turning it on for the Claw though. It converts that part into a tool of pure destructive evil! LOL Now that sounds like fun, i'll be testing that out shortly lol Link to comment Share on other sites More sharing options...
Zeiss Ikon Posted February 23, 2020 Share Posted February 23, 2020 One reason you might never have noticed "same craft interaction" before is that it was just added in version 1.7 or 1.8 (it surely does not exist in 1.6.1, and does in 1.8.1, but I haven't installed 1.7.3). Link to comment Share on other sites More sharing options...
XLjedi Posted February 24, 2020 Share Posted February 24, 2020 42 minutes ago, Zeiss Ikon said: One reason you might never have noticed "same craft interaction" before is that it was just added in version 1.7 or 1.8 (it surely does not exist in 1.6.1, and does in 1.8.1, but I haven't installed 1.7.3). I think it came about with the intro of Robotics and the BG expansion... self-docking and so forth. But it's also been HUGE for me in terms of creating vehicles and stations that can load/unload supplies. It makes collision detection work when applied to cargo bays and so forth! That was a big improvement over anything we had pre-BG. Link to comment Share on other sites More sharing options...
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