linuxgurugamer Posted September 18, 2021 Author Share Posted September 18, 2021 Send me a PM. If I get some time, I’ll see if I can recompile this for you against 1.8. No promises, though, but will need the pm to remind me Quote Link to comment Share on other sites More sharing options...
Remarkerbal Posted September 18, 2021 Share Posted September 18, 2021 Ok, thx. I'll contact you once I am approved. I'm new to the forum. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted September 19, 2021 Author Share Posted September 19, 2021 20 hours ago, Remarkerbal said: Ok, thx. I'll contact you once I am approved. I'm new to the forum. I replied via PM, but am repeating here for anybody else interested: How did you install? If using CKAN, you will need to set the compatibility for 1.12, even though it's a 1.8 install Do you have all the dependencies: ClickThroughBlocker (0.1.10.17) ModuleManager (4.2.1) SpaceTuxLibrary (0.0.6.1) ToolbarController (0.1.9.6) And did you set the option to Allow Suborbital Parking (in the stock settings page)? I just made a totally clean install, installed it using CKAN as I described above, and it did work Otherwise, you will need to send me a log file,and please return this discussion to the forum thread CKAN and the OP have been updated with the new dependency on ModuleManager Quote Link to comment Share on other sites More sharing options...
Grimmas Posted October 17, 2021 Share Posted October 17, 2021 I've run into a sort of compatibility issue with AirPark and Modular Launch Pads. In that mod, it is normal and expected that part of the vessel starts clipped into the ground (the launch pad part) when first launching it. But when also installing AirPark, the result is that the whole vessel jumps about five meters into the air and becomes a krakenized mess that is impossible to launch anymore. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2021 Author Share Posted October 17, 2021 11 minutes ago, Grimmas said: I've run into a sort of compatibility issue with AirPark and Modular Launch Pads. In that mod, it is normal and expected that part of the vessel starts clipped into the ground (the launch pad part) when first launching it. But when also installing AirPark, the result is that the whole vessel jumps about five meters into the air and becomes a krakenized mess that is impossible to launch anymore. If you could provide a basic vessel with a bare minimum number of parts to replicate, I'll take a look at it Quote Link to comment Share on other sites More sharing options...
Grimmas Posted October 17, 2021 Share Posted October 17, 2021 I did some more testing and had some surprising results. First of all, contrary to what I first wrote, it is completely unrelated to Modular Launch Pads as it happens even on a new save without MLP installed. Sorry about the confusion. Second, it only happens when AirPark and Bluedog Design Bureau are installed together. Third, it only happens with two specific parts as far as I could tell - the "SG-RV3 Return Capsule Heatshield" and the "SG9-RV3 Return Capsule Heatshield". It could affect other parts but these are the ones I could isolate so far. When either part is present on any vessel and AirPark is installed, the vessel gets krakenized upon launch. You can literally just take a MK1 command pod, stick an SG-RV1 Return Capsule Pod on it, then stick that heat shield on top (search for keyword "keyhole" in VAB to find the relevant BDB parts) and it will get krakenized. Here's a sample craft file with SG parts, but the same applies to SG9 parts. Here is the result. Debug window shows: Spoiler [LOG 14:55:11.190] Flight State Captured [LOG 14:55:11.190] Saving Achievements Tree... [LOG 14:55:11.190] [MessageSystem] Save Messages [LOG 14:55:11.204] Game State Saved as persistent [LOG 14:55:12.207] [BDB-AirPark Krakenizer]: ground contact from a Part! Moving upwards 0.500m [LOG 14:55:12.208] [BDB-AirPark Krakenizer]: ground contact! - error. Moving Vessel up 0.500m [LOG 14:55:12.208] Unpacking BDB-AirPark Krakenizer [LOG 14:55:12.226] [UIMasterController]: ShowUI KSP 1.12.2 with both DLC and the following installed mods (this is just AirPark/BDB + dependencies): Spoiler AirPark ReContinued (AirParkContinued 2:1.7.1.6) B9 Part Switch (B9PartSwitch v2.18.0) Bluedog Design Bureau (BluedogDB v1.8.1a) Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17) Community Resource Pack (CommunityResourcePack 1.4.2) DMModuleScienceAnimateGeneric (DMagicScienceAnimate v0.23) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.1) Simple Adjustable Fairings - Plugin (SimpleAdjustableFairings v1.12.0) SpaceTux Library (SpaceTuxLibrary 0.0.8.2) Toolbar Controller (ToolbarController 1:0.1.9.6) Waterfall Core (Waterfall 0.6.7) Zero MiniAVC (ZeroMiniAVC 1:1.1.1.1) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2021 Author Share Posted October 17, 2021 19 minutes ago, Grimmas said: I did some more testing and had some surprising results. First of all, contrary to what I first wrote, it is completely unrelated to Modular Launch Pads as it happens even on a new save without MLP installed. Sorry about the confusion. Second, it only happens when AirPark and Bluedog Design Bureau are installed together. Third, it only happens with two specific parts as far as I could tell - the "SG-RV3 Return Capsule Heatshield" and the "SG9-RV3 Return Capsule Heatshield". It could affect other parts but these are the ones I could isolate so far. When either part is present on any vessel and AirPark is installed, the vessel gets krakenized upon launch. You can literally just take a MK1 command pod, stick an SG-RV1 Return Capsule Pod on it, then stick that heat shield on top (search for keyword "keyhole" in VAB to find the relevant BDB parts) and it will get krakenized. This is the type of information I need, a really, great report. I can't promise anything but this makes it much easier to test Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2021 Author Share Posted October 17, 2021 40 minutes ago, Grimmas said: I did some more testing and had some surprising results. First of all, contrary to what I first wrote, it is completely unrelated to Modular Launch Pads as it happens even on a new save without MLP installed. Sorry about the confusion. Second, it only happens when AirPark and Bluedog Design Bureau are installed together. Third, it only happens with two specific parts as far as I could tell - the "SG-RV3 Return Capsule Heatshield" and the "SG9-RV3 Return Capsule Heatshield". It could affect other parts but these are the ones I could isolate so far. When either part is present on any vessel and AirPark is installed, the vessel gets krakenized upon launch. You can literally just take a MK1 command pod, stick an SG-RV1 Return Capsule Pod on it, then stick that heat shield on top (search for keyword "keyhole" in VAB to find the relevant BDB parts) and it will get krakenized. Here's a sample craft file with SG parts, but the same applies to SG9 parts. Here is the result. Debug window shows: Reveal hidden contents [LOG 14:55:11.190] Flight State Captured [LOG 14:55:11.190] Saving Achievements Tree... [LOG 14:55:11.190] [MessageSystem] Save Messages [LOG 14:55:11.204] Game State Saved as persistent [LOG 14:55:12.207] [BDB-AirPark Krakenizer]: ground contact from a Part! Moving upwards 0.500m [LOG 14:55:12.208] [BDB-AirPark Krakenizer]: ground contact! - error. Moving Vessel up 0.500m [LOG 14:55:12.208] Unpacking BDB-AirPark Krakenizer [LOG 14:55:12.226] [UIMasterController]: ShowUI KSP 1.12.2 with both DLC and the following installed mods (this is just AirPark/BDB + dependencies): Reveal hidden contents AirPark ReContinued (AirParkContinued 2:1.7.1.6) B9 Part Switch (B9PartSwitch v2.18.0) Bluedog Design Bureau (BluedogDB v1.8.1a) Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17) Community Resource Pack (CommunityResourcePack 1.4.2) DMModuleScienceAnimateGeneric (DMagicScienceAnimate v0.23) Making History (MakingHistory-DLC 1.12.1) Module Manager (ModuleManager 4.2.1) Simple Adjustable Fairings - Plugin (SimpleAdjustableFairings v1.12.0) SpaceTux Library (SpaceTuxLibrary 0.0.8.2) Toolbar Controller (ToolbarController 1:0.1.9.6) Waterfall Core (Waterfall 0.6.7) Zero MiniAVC (ZeroMiniAVC 1:1.1.1.1) Try this, let me know. The vessels load ok, and I think the rest works as well, but would like confirmation: https://www.dropbox.com/s/1vml27hknbz53d4/AirPark-1.7.1.6.zip?dl=0 Speed was possible due to the excellent report you made Quote Link to comment Share on other sites More sharing options...
Grimmas Posted October 17, 2021 Share Posted October 17, 2021 That was indeed fast! This kind of thing can take hours to debug if you're unlucky lol. Much obliged! The fix works on the simple testbed I described above. It also works on the BDB+MLP crafts I originally had issues with, including with OPM/Kopernicus/MFI installed. I'll test it in my 150+ mods career save where I originally encountered the issue and let you know how it goes. That modded game takes longer to load than the time you spent on fixing it But for now it sounds like my dream of a Jool cloud city lives on (fingers crossed). Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted October 17, 2021 Author Share Posted October 17, 2021 New release, 1.7.1.7 Fixed AirPark module starting part upon scene entry (left over code) Quote Link to comment Share on other sites More sharing options...
Grimmas Posted October 17, 2021 Share Posted October 17, 2021 (edited) It works in my career save as well. I've run into another issue where a parked vessel will start accelerating away from the planet when changing the scene to it, but I haven't been able to replicate this reliably or without extra mods yet. If I find out something concrete I'll let you know. Edited October 17, 2021 by Grimmas Quote Link to comment Share on other sites More sharing options...
WindupHero7 Posted October 18, 2021 Share Posted October 18, 2021 Is there a way to keep a vessel parked even when you're directly near it? I'm trying to perform some helicopter rescues (from GAP contracts) by lowering a seat on a winch, but the moment I switch to the EVA Kerbal to get in the seat the helicopter starts drifting. I've tried toggling Auto-Unpark to no effect Quote Link to comment Share on other sites More sharing options...
Mandella Posted November 1, 2021 Share Posted November 1, 2021 On 9/19/2021 at 9:48 AM, linuxgurugamer said: I replied via PM, but am repeating here for anybody else interested: How did you install? If using CKAN, you will need to set the compatibility for 1.12, even though it's a 1.8 install Do you have all the dependencies: ClickThroughBlocker (0.1.10.17) ModuleManager (4.2.1) SpaceTuxLibrary (0.0.6.1) ToolbarController (0.1.9.6) And did you set the option to Allow Suborbital Parking (in the stock settings page)? I just made a totally clean install, installed it using CKAN as I described above, and it did work Otherwise, you will need to send me a log file,and please return this discussion to the forum thread CKAN and the OP have been updated with the new dependency on ModuleManager I haven't tried your recompiled version, but I did want to note that the old AirPark Continued by gomker works on my 1.8.x install, even though its last approved version was 1.4.5. It gets the job done, as they say... Quote Link to comment Share on other sites More sharing options...
RB101 Posted April 22, 2022 Share Posted April 22, 2022 I'm getting weird behaviour when trying to use airpark on a vehicle that has a hooligan airships envelope on it, Firstly the vessels doesn't stop moving, Secondly, when i press airpark again the vessel is pushed by a phantom force that increases it's speed significantly (I can reach 3000m/s at sea level sometimes) Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 23, 2022 Author Share Posted April 23, 2022 1 hour ago, RB101 said: I'm getting weird behaviour when trying to use airpark on a vehicle that has a hooligan airships envelope on it, Firstly the vessels doesn't stop moving, Secondly, when i press airpark again the vessel is pushed by a phantom force that increases it's speed significantly (I can reach 3000m/s at sea level sometimes) What version of KSP, what version of Hooligan? No Logs.No support Quote Link to comment Share on other sites More sharing options...
RB101 Posted April 23, 2022 Share Posted April 23, 2022 7 hours ago, linuxgurugamer said: What version of KSP, what version of Hooligan? No Logs.No support Modlist: Spoiler AirPark ReContinued (AirParkContinued 2:1.7.1.7) Airships (Heisenberg v2.18.0) AmpYear (AmpYearPowerManager 1:V1.5.9.0) AtmosphereAutopilot (Fly-By-Wire) (AtmosphereAutopilot v1.5.18) B9 Part Switch (B9PartSwitch v2.20.0) Background Resources (BackgroundResources 1:v0.18.0.0) BARIS Bridge (BarisBridge v1.10) BetterTimeWarpContinued (BetterTimeWarpCont 2.3.13) BonVoyage (BonVoyage 1:1.4.0) Breaking Ground (BreakingGround-DLC 1.7.1) ClickThrough Blocker (ClickThroughBlocker 1:0.1.10.17) CommNet Antennas Consumptor (CommNetAntennasConsumptor 3.5.5) CommNet Antennas Extension (CommNetAntennasExtension 2.1.7) CommNet Antennas Info (CommNetAntennasInfo 3.1.2) CommNet Constellation (CommNetConstellation 1.5.7) Community Category Kit (CommunityCategoryKit v5.2.0.0) Community Resource Pack (CommunityResourcePack 1.4.2) Community Tech Tree (CommunityTechTree 1:3.4.4) Community Terrain Texture Pack (CommunityTerrainTexturePack 1:1.0.4) Connected Living Space (ConnectedLivingSpace v2.0.2.0) Contract Configurator (ContractConfigurator 1.30.5) Critical Temperature Gauge (CriticalTemperatureGauge 1.12.0.0) Crowd Sourced Science (CrowdSourcedScience v6.0) DeepFreeze Continued... (DeepFreeze V0.31.0.0) Deployable Engines Plugin (DeployableEngines 1.3.1) Dynamic Battery Storage (DynamicBatteryStorage 2:2.2.5.0) Easy Vessel Switch (EVS) (EasyVesselSwitch 2.3) EvaFollower (EvaFollower 1:1.1.1.13) Feline Utility Rovers (FelineUtilityRovers 1.3.3) Firespitter Core (FirespitterCore v7.17) GravityTurn Continued (GravityTurnContinued 3:1.8.2.2) Haystack ReContinued (HaystackReContinued 0.5.7.4) Heat Control (HeatControl 0.6.1) Heisenberg Pristine Play Mode (Heisenberg-PlayMode-Pristine v2.18.0) Hide Empty Tech Tree Nodes (HideEmptyTechNodes 1.3.0) Hooligan Labs Airships (HooliganLabsAirships 6.4) Improved Tree Engine Placement (ImprovedTreeEnginePlacement v1.4.0) Interstellar Fuel Switch (InterstellarFuelSwitch 3.29.4) Interstellar Fuel Switch Core (InterstellarFuelSwitch-Core 3.29.4) Interstellar Redistributable (InterstellarRedistributable 1.4) KEI (KEI 1.2.10.3) Kerbal Actuators (KerbalActuators v1.8.4) Kerbal Alarm Clock (KerbalAlarmClock v3.14.0.0) Kerbal Atomics (KerbalAtomics 1:1.3.3) Kerbal Atomics - Liquid Fuel Only (KerbalAtomics-NTRsUseLF 1.3.3) Kerbal Attachment System (KAS 1.10) Kerbal Engineer Redux (KerbalEngineerRedux 1.1.9.0) Kerbal Inventory for All (KerbalInventoryForAll 1:1.2.2) Kerbal Inventory System (KIS 1.29) Kerbal Inventory System - No Fun (KerbalInventorySystemNoFun 1:0.1.11.0) Kerbal Joint Reinforcement Continued (KerbalJointReinforcementContinued v3.6.1) Kerbal Planetary Base Systems (KerbalPlanetaryBaseSystems v1.6.14) Kerbal Research & Development (KRnD 1.16.0.10) Konstruction (Konstruction 1.4.0) Kopernicus Planetary System Modifier (Kopernicus 2:release-1.12.1-90) KSP Interstellar Extended (KSPInterstellarExtended 1.29.6) KSP Recall (KSP-Recall v0.2.2.3) Making History (MakingHistory-DLC 1.12.1) Malemute Rover (MalemuteRover 1.4.0) Mk2 Stockalike Expansion (Mk2Expansion 2:1.9.1.2) Mk3 Stockalike Expansion (Mk3Expansion 1.6.1.3) ModularFlightIntegrator (ModularFlightIntegrator 1.2.10.0) Module Manager (ModuleManager 4.2.1) Near Future Aeronautics (NearFutureAeronautics 2.1.1) Near Future Construction (NearFutureConstruction 1.3.1) Near Future Electrical (NearFutureElectrical 1.2.3) Near Future Electrical Core (NearFutureElectrical-Core 1.2.3) Near Future Exploration (NearFutureExploration 1.1.2) Near Future IVA Props (NearFutureProps 1:0.7.1) Near Future Propulsion (NearFuturePropulsion 1.3.5) Near Future Solar (NearFutureSolar 1.3.2) Near Future Solar Core (NearFutureSolar-Core 1.3.2) Near Future Spacecraft (NearFutureSpacecraft 1.4.3) Outer Planets Mod (OuterPlanetsMod 2:2.2.10) Parking Brake (ParkingBrake 0.4.4) Patch Manager (PatchManager 0.0.17.3) Photon Sailor (PhotonSailor 1.7.3) RealChute Parachute Systems (RealChute v1.4.8.3) RemoteTech Redev Antennas (RemoteTechRedevAntennas 0.1.1) REPOSoftTech-Agencies (REPOSoftTech-Agencies V1.5.9.0) ReStock (ReStock 1.4.3) ReStock+ (ReStockPlus 1.4.3) SCANsat (SCANsat v20.4) Science Lab Info (and 6 Crew Lab) (ScienceLabInfo 2.0.1) ScienceAlert ReAlerted (ScienceAlert 1.9.10) Ship Manifest (ShipManifest 6.0.6.0) Smart Parts (SmartParts 1.9.16.2) Snacks (Snacks v1.27.5) SpaceTux Library (SpaceTuxLibrary 0.0.8.4) StageRecovery (StageRecovery 1.9.5.4) Stockalike Station Parts Expansion Redux (StationPartsExpansionRedux 2.0.6) Tarsier Space Technology with Galaxies Continued... (TarsierSpaceTechnologyWithGalaxies 1:7.13) Toolbar (Toolbar 1:1.8.0.7) Toolbar Controller (ToolbarController 1:0.1.9.6) Trajectories (Trajectories v2.4.3) TweakScale - Rescale Everything! (TweakScale v2.4.6.10)USI Tools (USITools 1.4.0) Waterfall Core (Waterfall 0.8.1) Waypoint Manager (WaypointManager 2.8.3.3) Who Am I? (WhoAmI 1.4.0) Wild Blue Tools (WildBlueTools v1.87.0) WildBlueIndustries Pristine Play Mode (WildBlue-PlayMode-Pristine v1.87.0) Zero MiniAVC (ZeroMiniAVC 1:1.1.2.4) Debug log shows nothing out of the ordinaryTESTING: I've tested further, and the issue appears to happen when the hooligan airship envelopes have a positive or negative buoyancy, the greater the positive/negative buoyancy the worse the issue becomes, I'm just wondering if it would be possible to add a patch to airpark that auto sets hooligan airship buoyancy to zero? Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 23, 2022 Author Share Posted April 23, 2022 9 hours ago, RB101 said: Debug log shows nothing out of the ordinary No offense, but it doesn't matter what you think. Mod authors look for information in log files, not necessarily errors Player.log, please Quote Link to comment Share on other sites More sharing options...
RB101 Posted April 24, 2022 Share Posted April 24, 2022 (edited) On 4/23/2022 at 8:34 PM, linuxgurugamer said: No offense, but it doesn't matter what you think. Mod authors look for information in log files, not necessarily errors Player.log, please Here's a WeTransfer link for my player.log file, be warned it's long! (over 10Mb... so pasting the text wasn't feasible...)LINK: https://we.tl/t-qwKqLcVCqW (WARNING LINK WILL EXPIRE AT SOME POINT) I tried looking through it myself, but I couldn't understand most of it... let alone find anything useful... sorry... Edited April 24, 2022 by RB101 Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 25, 2022 Author Share Posted April 25, 2022 (edited) 6 hours ago, RB101 said: Here's a WeTransfer link for my player.log file, be warned it's long! (over 10Mb... so pasting the text wasn't feasible...)LINK: https://we.tl/t-qwKqLcVCqW (WARNING LINK WILL EXPIRE AT SOME POINT) I tried looking through it myself, but I couldn't understand most of it... let alone find anything useful... sorry... Please don't ever paste a log file here, a link like this is best On 4/23/2022 at 5:39 AM, RB101 said: I'm just wondering if it would be possible to add a patch to airpark that auto sets hooligan airship buoyancy to zero? Not really a good idea, would be best to fix the problem. It's actually not compiled for 1.12, you should wait for @Lisias to release an upcoming update before digging more into this I didn't see anything significant in the log file Edited April 25, 2022 by linuxgurugamer Quote Link to comment Share on other sites More sharing options...
RB101 Posted April 25, 2022 Share Posted April 25, 2022 8 hours ago, linuxgurugamer said: It's actually not compiled for 1.12, you should wait for @Lisias to release an upcoming update before digging more into this I didn't see anything significant in the log file Ok, thanks for the information, I'll raise this issue again as of when it updates (assuming the issue is still present) Quote Link to comment Share on other sites More sharing options...
Lisias Posted April 25, 2022 Share Posted April 25, 2022 12 hours ago, linuxgurugamer said: It's actually not compiled for 1.12, you should wait for @Lisias to release an upcoming update before digging more into this This is something that I had already spent a lot of time figuring out. What happened: on KSP 1.4.0 a thingy called "Physics Easing" (or something like that) was introduced. I don't know exactly why it was introduced (perhaps to tackle down the problem of Ground Bases being kicked into the air sometimes?), but I know that when some requirements are met (and AirPark by accident triggers them), the thingy is slowly dragged down into the ground (or something with colliders, whatever is hit first - but I need to check that code, it's some time since I looked on it). I managed to force my hand on the thing on one Part (the root) of the craft, and it apparently worked - but the Physics Easing kept acting on the remaining parts, and this ends with craft being ripped apart. Then my time window for the stunt ended, and I didn't came back to it yet. I would love to find a way to turn off the Physics Easing for a craft. This would help the issue a lot. Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 25, 2022 Author Share Posted April 25, 2022 1 hour ago, Lisias said: This is something that I had already spent a lot of time figuring out. What happened: on KSP 1.4.0 a thingy called "Physics Easing" (or something like that) was introduced. I don't know exactly why it was introduced (perhaps to tackle down the problem of Ground Bases being kicked into the air sometimes?), but I know that when some requirements are met (and AirPark by accident triggers them), the thingy is slowly dragged down into the ground (or something with colliders, whatever is hit first - but I need to check that code, it's some time since I looked on it). I managed to force my hand on the thing on one Part (the root) of the craft, and it apparently worked - but the Physics Easing kept acting on the remaining parts, and this ends with craft being ripped apart. Then my time window for the stunt ended, and I didn't came back to it yet. I would love to find a way to turn off the Physics Easing for a craft. This would help the issue a lot. Let me know if there is anything I can help with LGG Quote Link to comment Share on other sites More sharing options...
Lisias Posted April 25, 2022 Share Posted April 25, 2022 6 minutes ago, linuxgurugamer said: Let me know if there is anything I can help with Time!!! If you know someone selling it, I'm buying!!!! Quote Link to comment Share on other sites More sharing options...
linuxgurugamer Posted April 25, 2022 Author Share Posted April 25, 2022 45 minutes ago, Lisias said: Time!!! If you know someone selling it, I'm buying!!!! Get behind me Quote Link to comment Share on other sites More sharing options...
Jacke Posted April 26, 2022 Share Posted April 26, 2022 On 4/25/2022 at 4:08 PM, Lisias said: What happened: on KSP 1.4.0 a thingy called "Physics Easing" (or something like that) was introduced. I don't know exactly why it was introduced (perhaps to tackle down the problem of Ground Bases being kicked into the air sometimes?), but I know that when some requirements are met (and AirPark by accident triggers them), the thingy is slowly dragged down into the ground (or something with colliders, whatever is hit first - but I need to check that code, it's some time since I looked on it). I managed to force my hand on the thing on one Part (the root) of the craft, and it apparently worked - but the Physics Easing kept acting on the remaining parts, and this ends with craft being ripped apart. Then my time window for the stunt ended, and I didn't came back to it yet. I would love to find a way to turn off the Physics Easing for a craft. This would help the issue a lot. I vaguely remember "Physics Easing" being introduced not just for Ground Bases but many vehicles breaking or exploding on sharp introduction of Physics. Feels at least half a kluge and avoiding fixing the real root cause(s). Quote Link to comment Share on other sites More sharing options...
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