Installer Steam
log på
|
sprog
简体中文 (forenklet kinesisk)
繁體中文 (traditionelt kinesisk)
日本語 (japansk)
한국어 (koreansk)
ไทย (thai)
Български (bulgarsk)
Čeština (tjekkisk)
Deutsch (tysk)
English (engelsk)
Español – España (spansk – Spanien)
Español – Latinoamérica (spansk – Latinamerika)
Ελληνικά (græsk)
Français (fransk)
Italiano (italiensk)
Bahasa indonesia (indonesisk)
Magyar (ungarsk)
Nederlands (hollandsk)
Norsk
Polski (polsk)
Português (portugisisk – Portugal)
Português – Brasil (portugisisk – Brasilien)
Română (rumænsk)
Русский (russisk)
Suomi (finsk)
Svenska (svensk)
Türkçe (tyrkisk)
Tiếng Việt (Vietnamesisk)
Українська (ukrainsk)
Rapporter et oversættelsesproblem
... but this skin, THIS one gave me my first "... Wow..." moment in AS2. I'd put about 4 hours into the game and was still on the fence. After playing this with Mr. Big's "Superfantastic", though. I'm calling this money well spent.
(sorry bout the late post, but finals and all)
"CreateClone" -makes a second ship clone that can go outside the track bounds
"HideBuiltinPlayerObjects" is what is making the ship disappear, it hides the original ship - he used the two codes hand in hand so you don't have a "bumper" so to speak.
And the underlying reason why it works on the classic skin is that, the two codes used together apparently don't support Mesh Morphing, -well the cloner works but, you can't use that hide object code or it breaks the mesh morph, and makes everything just disappear.
When I play in the standard mono mode of the game then the ship is there as normal. Just wondered why this skin wouldn't be compatible with certain mods? I am playing with medium settings btw.
btw, it would look great in flight/flightplus modes.