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restordoc

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Everything posted by restordoc

  1. It seems that the problem is in the fact that you have multiple cloud layers.cfg files in BoulderCo. My guess is that nothing will work because of that. So it might help to only have Astronomer's cfg in there, and to leave out the others.
  2. Just download and put the 'BoulderCo' folder in GameData. Easy as that.
  3. That can be done with the Crew Manifest plugin maintained by sarbian. Go check it out instead.
  4. Oh, I see. Well, the switching from scaledspace to PQS is lagging the game considerably.
  5. I've noticed that the texture for Bop switches to a darker one when one gets close to it. The lag seems to come from the gradual switch from one texture to another that starts in a high orbit. I don't know if this texture switching happens in the stock game, since I've never been to Bop in it.
  6. Those are some pretty hefty mods you have there...
  7. I think that the best thing for those having trouble with fairings and decouplers is to re-install the old v.1.0, unfortunately.
  8. Yes, I am using ferram's new mod, what's wrong with decouplers? Also, I KW and NP do work together wonderfully, what are you doing to me B9?
  9. Hey Kyle, I've been using your mod since 0.19, and have just converted back from NP. However, fairings on rockets don't decouple anymore. They have a "ModuleAnchoredDecoupler", which I have never seen before, and their decoupler force is set to a negative number; i.e -100, -200, -300. Maybe you could explain to me what this means or if it's a bug of some sort.
  10. No decouplers, no struts, no knowledge of orbital mechanics. You can take a wild guess as to what my first rockets looked like.
  11. Oh, goodie! This looks very interesting, I'll try it out. EDIT: Looks nice, works nicely. However, the fairing is a tiny bit wider than the adapter, as well as there being no differentiation between the two parts in the editor. I'm not sure if they should be in the structural category, or the aerodynamic category of parts. I will be looking forward to what this mod can bring in the future, though. Great job!
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