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SalemMew

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Everything posted by SalemMew

  1. For some reason the install of this version I had, had no menu in-game. A reinstall fixed that, and now I can adjust ranges on the fly which makes things so very much easier on me. Thank you for your support! Keep on making this mod wonderful; perhaps one day something can be done about the floating point loss limitations.
  2. Thank you. I'm pretty sure I've found the file, but it reads PreSettings { GlobalRange = 500 } If this isn't the right one then point me to it, please... If not, is this in km or some other value? (EG this would be 500km default range) I want to get this right the first time, because I would love to keep this mod but managing this install has been a headache to the point where I have JUST found this as an issue, and thought my computer was dying!
  3. Considering the limitations of unity and KSP itself this is a fantastic mod... But I'm questioning it's practicality in a proper "space program" capacity. The flickering isn't just graphical; It also invokes the Kraken and induces tiny oscillations that, in atmosphere amount to nothing. But in orbital distances, and in space without friction, they get large enough to throw off manouvres, confuse SAS and RCS, and even destabilize the orbits of entities located in the orbit of a planet. Especially if they're small. More to the point, if I have any launched craft low orbit of a planet the glitching gets intense enough to make it difficult to perform manouvres. However, it's a decidedly unique mod, so before I cull it from my install, I want to know if, and how, there is a way to reduce the physics range extension to levels that don't disrupt my gameplay!
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