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Everything posted by sidfu
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think rover wants to do it how it is on earth. very rarely does a spot contain just that mineral normaly there a few others mixed in. so a area would have say iron+coal+silicates etc etc in various ammounds so one area if u mine u might get 50% iron and 10% coal with traces ot others wher another might be just 10% iron and 50% coal.
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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
sidfu replied to IRnifty's topic in KSP1 Mod Releases
u forgot the space between the partname and he module part on some it seems. -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
sidfu replied to IRnifty's topic in KSP1 Mod Releases
ok just when u post the injection.cfg here make sure to list which mods and if all the parts are did. -
KSP Achievements (1.9.4.2) (KSP 1.4.1) 3/14/2018
sidfu replied to malkuth's topic in KSP1 Mod Releases
since no one metioned it the ingame update button goes to the old thread. -
Stockalike RF Engine Configs v3.2.6 [01/20/19][RF v12]
sidfu replied to Raptor831's topic in KSP1 Mod Releases
anyone else having issues where not all the fuel is being burned in the tanks? it seems that the settings real fuel uses to how much these engines burn dotn even out so when u select the tanks fuel its not putting a perfect ammount like mft does. when i play again later today ill test and tell u a few engines that do it. think both the 200 and 220 power stock engine did it but ill check to make sure. -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
sidfu replied to IRnifty's topic in KSP1 Mod Releases
just go into your kerbal mechaic folder in the resouce folder and copy past this into the .cfg there RESOURCE_DEFINITION { name = SpareParts density = 0.0189 flowMode = NO_FLOW transfer = NONE isTweakable = true unitCost = 63 } the .cfg can be opened with pretty much any text reader but i recommend using notepad++( its a free program) if they still dont work then thats cause he has them hardcoded into the mod but i dont think he has them hard coded into it. once i straighten up some computer probmes ima do rest of kw and move to near future tech to be added. -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
sidfu replied to IRnifty's topic in KSP1 Mod Releases
np u can post on here just list which mods u add to it. the one i posted has nearly all kw rocketry and some aies parts. as the mod is forceing us to put everything on that one .cfg @rainmaker why dont u go into the resouce .cfg and change it. most mods dont have the resouce comptely hd coded so u can change that there. -
[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
sidfu replied to IRnifty's topic in KSP1 Mod Releases
there no toolbar icon for this mod u dont need it as there no settings. when inflight rigth click on your command cap or whatever has a command ablity. chose ship status u will get the menu to highlight failed parts -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
sidfu replied to Starwaster's topic in KSP1 Mod Releases
so far no problems with newest. only thing on the smaller heat sheilds might want to move the bottom node down a bit as its so close to the top node its a pain to get the smaller sheilds on. i wnd up putting them on larger stuff expanding them then putting on the small ship as when they expanded made it easier to put it on.- 5,919 replies
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think its in settings.cfg also fyi since seems u dont know kerba the build rate is determined by the number of kerbals in workshops. progrissive build is teh way to build stuff imo. u dont have to sit there and watcxh go do other stuff while it builds. no one said u cant be flying other stuff while its building.
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nope its installed right. when u downlaod and open it u look and u have 2 sets of .mu and.png for each part and 1 .cfg for each part. when i removed the extra .mu and png still has double parts. the download right now has 1 folder named for every part,1 asset folder and 1 parts folder. the asset and the named folders have the same files in them yet even when one is removed still double parts. i removed the named part folders and left the asset and the part folder and still double parts even with only 1.cfg and 1 set of textures for the parts.
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[KSP 1.0.X] Kerbal Mechanics: Part Failures and Repairs v0.6.4.1
sidfu replied to IRnifty's topic in KSP1 Mod Releases
ok found how to write the .cfg for it im adding some aies parts(most small satalite parts),kw parts(all but 2 engines i dont use),near future,remote tech,umbral industries and interstellar mod. ill post the .cfg when im finish. one thing is that this mod wont apply them unless the .cfg is called injection.cfg. here some of them. this has the aies sat parts and most kw stuff stuff(most tanks but for tapered ones and all engines but for the 2 lowend ones) https://www.dropbox.com/s/j90dcd0z2u81uuq/Injections.cfg?dl=0 taking a break now will add more to it. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sidfu replied to BahamutoD's topic in KSP1 Mod Development
u dont realy want full physics beyound 5km or so imo. u can thou increase range ship stays in veiw thou. to lock on to a arget double click the other ship to lock on them -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
since pimp my clouds the way EVE does .cfg has changed so just try renameing the png to what it would be now.http://forum.kerbalspaceprogram.com/threads/76972 is u could say the updated pimp my clouds. its by same guy -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
the png themself should work might have to rename some but dont think the .cfg will u just have to change them around -
MM works with 64x well does on mine. some it wotn work some it will i think. its mostly due to instablity imo.
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some of them. just look in the texture repalcer folder u can tell what files it deals with. the rest like clouds come from EVE
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built my far with newest myself. one thing i found is that if u do the ctrl shift b like it says on the http://forum.kerbalspaceprogram.com/threads/99485-General-tutorial-for-removing-WIN64-KSP-Denial-of-access-code-from-mods it wont work u have to click the build not the ctrl shift b build function.
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[1.2][v0.9.7]Kerbal Live Feed - Interstellar Flight Inc (FORK)
sidfu replied to Stavell's topic in KSP1 Mod Releases
thats the message u usualy gedt when either server down, u typed the address wrong or server is having problems -
bahamut realy needs to centralize hsi mods tracking down all of them can be a pain to see which he keeps updated and which he left to rot.