I believe this works because legs have some "give" to them and KSP has code in it for detecting the foot's position relative to the ground surface and adjusting accordingly, which stops collisions from happening. Developer Insights 17 - Engine Archetypes. KSP2 Feature Series: Episode 7 - Recording Rockets. For the jumping- KAS-base problem, I solved it by making sure that all my base components were elevated off the ground on landing legs so that the only thing touching the ground is the legs. Now Launching: Intercept Games Official Discord January 11, 2023. The solution is to get the ship up off the ground so it's not in contact. It's the same reason why, if you build a KAS base with multiple components connected by pipes, they have a tendency to jump up in the air every time you switch to the base. The reason why stuff flies up in the air is that EL tries to put it right at ground level at a point in the center of the craft, which means the uphill side of the craft is going to be slightly underground, and the game's physics engine interprets this as a "collision" and throws it up in the air. ^ I had exactly this problem, which is why I used the launch clamps, and they did exactly what I wanted them to. However, whenever I create a new site and a new ship, it bounces up and flies away. I designed the initial parts of the base to only use survey stakes for flexible construction sites. The entire area around the base is a gigantic hill near one of the largest craters on the Mun. I was somewhat unfortunate with the landing location, as the ground isn't flat. ![]() This mod redistributes the Community Category Kit and Community Resource Pack from contains parts for Deepfreeze that are made by. The plugin code is licensed under: Apache License 2.0 The art assets are licensed under: CC-BY-NC If you encounter a bug with Kerbal Planetary Base Systems, please follow these instructions to report it. You can find all the texts that need translation here: KPBS Texts. If anyone is interested to translate KPBS into Japanese or finish Brazilian Portuguese, please let me know! 中国语文 by by and by do Brasil by, Prates and MarcosEduardo2007 All mods are designed to work well together and the entire constellation can be. You can find the thread here: KPBS/MKS Integration Pack (outdated by now)ĭownload Please remove the folder of older versions of this Mod before installing!Īdditional Downloads: Sample Craft, Templates to tinker with, Deprecated parts Welcome to Umbra Space Industries Umbra Space Industries publishes a wide variety of mods for Kerbal Space Program, including mods for colonization, construction, resource extraction and utilization, and various part packs. Propulsion: Modular Fueltanks, Realfuels, Stockalike are working on a patch to support UKS. ( SETI) Community-Tech-Tree, Kerbal Inventory System ( KIS), Kerbal Attachment System ( KAS), RemoteTech, KabinKraziness, Raster-Prop-Monitor, Connected-Living-Spaces, KeepFit, SCANsat, Surface Experiment Pack JSI Advanced Transparent Pods, Extraplanetary Launchpads, OSE Workshop, Near Future Electrical Life Support: TAC Life Support, USI-LS, Snacks! Continued, Kerbalism, DeepFreeze (Continued), Ioncross, ECLSS, IFI-Life Support You need the lastest version of ModuleManager to use the supported mods! It is designed to fit with the other stock parts Greenhouse, Laboratory, a Cupola derivative, Command-Center and others. This mod adds several new parts that are designed to be used in a planetery base for the Kerbals.This includes Habitats, ![]() SurfaceStructures are proud to present you the all new product line for Kerbals who want nothing more than to live on another planet! We at Kerman & Kerman finally got out of the testing phase and now consider our parts to be usable. Have you ever said "I don't want to live on this planet anymore" ? Now you can! We at Kerman & Kerman Orbit and
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