BahamutoD / BDArmory

Gun turrets and other weapon systems for KSP
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ExplosionFX issue #40

Closed BahamutoD closed 8 years ago

BahamutoD commented 8 years ago

The recent line: ( if(pe.useWorldSpace) pe.force = (4.49f * FlightGlobals.getGeeForceAtPosition(transform.position)); ) Makes the explosions move from their origin point. I'm not sure of the original point of this line, but it looks like it's trying to remove any gravitation effect (which doesn't work on particles anyway)

regardless, it looks like this is the line of code that is breaking the explosions in my mod

-Harpwner