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HorizonFulcrum

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Everything posted by HorizonFulcrum

  1. I mean, couldn't you just edit the config of the one you like the look of?
  2. What d'ya mean, it affects all active vessels, all it does is extends the stock loading range from something like ~2 km to 2000 km in the current mod version, however jrodriguez said that he is working on making that distance configurable.
  3. This solved my problem, but I think it caused another one, after using vessel mover, and moving father than 50 km, my crafts start to twitch around before exploding. Is that a bug with Physics Extender or should I consult the Vessel Mover thread? ***EDIT*** Pretty sure it's VM's fault, need more testing to be sure.
  4. Thank you jrodriguez for the quick reply, now I can finally build that coastal gun battery without it falling through the ground. ***EDIT*** Changed visibility distance both in config and manually, still no effect. I am clueless as to why...
  5. Hello jrodriguez, I seem to have ran into an issue, not sure if it's physics extender's fault or KK's. As you know there is a problem with terrain unloading if the mod is used with ground craft, however the work around you suggested seems to be broken as well, at about 20~25km my crafts fall through KK structures. Thank-you in advance!
  6. Hello, New to the forums, not sure if this is relevant, but you were talking about attaching Modules to Kerbals, I found this on the BDArmory FPS thread.
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