-
Posts
1,045 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by sidfu
-
sorry for not responding between computer problems and dragonage inqusition been busy lol. ok tested far on 32b and here whawt i found normal FAR works fine on 32b not on 64b(i know its locked just stating it for info) Far with unlocked 64b from this tread throws errors same as on 64b. here is the error u get. like i stated before the error dont show up but seems in certain altitudes and stops at certain height. [WRN 09:44:48.252] FAR Error: Aerodynamic force = NaN AC Loc = 2047.04162293908 AoA = 0.00472784624185533 MAC = 1.31101586069439 B_2 = 1.38771409553493 sweepAngle = 0.792582705516973 MidChordSweep = 27.6 MidChordSweepSideways = 0.111888451949879 with that error anything far effects stops working like i said before i tested on 64b and 32b so its not far its somethign with what he did to unlock it is messing it up. near works fine thou so maybe he added a extra line by accdent? also fyi this test had no mods only far btw maars why dont u do a guide with links on how to do that.
-
its half working. what happens is it works for say the first 3km of flight then any flight surface goes crazy and starts throwing NaN. weird thing is it will stop once i get around 20km but due to that i cant build planes as they crash due to the nans. ive tested NEAR and it worked but im so use to using far now would rather figure why it is doing that.
-
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
sidfu replied to nli2work's topic in KSP1 Mod Releases
MM reports a error in the DRC patch i cant tell what it is off the bat thou -
[RELEASED] A.R.P mod ( Audio Replacement Project )
sidfu replied to bullettMAGNETT's topic in KSP1 Mod Development
if u look at the .cfg on some weight and costs changed. also for contracts some had a a test module aded for the contracts. when u modify a mod always make sure its updated if not have to compare every .cfg. ill check it out when im back on my home computer -
[RELEASED] A.R.P mod ( Audio Replacement Project )
sidfu replied to bullettMAGNETT's topic in KSP1 Mod Development
the .cfg for squad u used lumaan are off. the ones u used are old and missing the test modules and also the weight is differnt. did u check to even see if its needed those .cfg or just use the sounds and the .cfg u made? -
[RELEASED] A.R.P mod ( Audio Replacement Project )
sidfu replied to bullettMAGNETT's topic in KSP1 Mod Development
ill give that a try some time toadicous hopely it works as i like the these engine sounds -
[RELEASED] A.R.P mod ( Audio Replacement Project )
sidfu replied to bullettMAGNETT's topic in KSP1 Mod Development
last i rmemeber he couldnt get it to work with hotrockets so he gave up. it works like it is just dont overwrite the .cfg u have to copy past the sound part over. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
sidfu replied to TriggerAu's topic in KSP1 Mod Releases
man ive encounted a weird problem. been playing with 64x with alarmclock and alternate resouce panel for a while. now all sudden i cant use them together. if i use together when i load a vessel game freezes no crash thou. if i use just one or the other they work fine. there no error in the log so im stumped on it. later gonna test again by putting them in a game togehter alone and see if maybe its another mod cuasing a conflict between the 2. -
dont worry taverius im not one to ask for a fix on something i change myself lol. long as the virgingeneric.dll only applies to the joints for the hx parts ill be happy with updated and fixed normal b9.
-
i get them working some way taveruis even if i have to go thru and do all the nodes myself someway.
-
so it wouldnt be a problem to not use the virgingeneric.dll then if u dont mind node toggle and being able to change the attach nodes in editor?
-
btw k3/chris i found out what part of the new b9 update is crashing 64x systems. its the virgin kalatic.dll without i game loads up fine. form my testing everything seemed good didint test all the parts thou. with the .dll i get outright crash when it gets to the cockpits to load them. so what does the virgin kalatic .dll do for the b9 update?
-
man this new b9 dont like 64x. tested it in my test ksp and would crash 9 out of 10 times loading when it get to the b9 cockpits. checking the log the most where random but most common was it saying crashed cause cant find part update and part awake. also dont forget to write a uddated deadly reentry .cfg. the one time i got it to work and actualy got a premade ship to load the engines overheat and blow if u go above 70% thrust
-
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
sidfu replied to Cyrik's topic in KSP1 Mod Development
did u check to see if for some reason when u extracted it it wind up being read only? only other thing i can think of is its a bug with rss or maybe if u using kethane and this togehter they conflicting? -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
sidfu replied to Cyrik's topic in KSP1 Mod Development
probaly cause the size might not be auto sizing up like kethane does. might have to manualy change the radi? -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
sidfu replied to Cyrik's topic in KSP1 Mod Development
thats what i mean it nto be a hard dependent. it be like if u use this with scansat u have to scan to get the whole map but on other hand if u dont want to u can use alone and get instant whole map. -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
sidfu replied to Cyrik's topic in KSP1 Mod Development
yeah that mecripp. also i looked at the files havent installed yet cause fixing a mod conflict but to me looks like it instanly gives all the maps dont it? not everyone wants it easy that why i was just asking and making a suggestion. dont mean scansat as a dependency as a option. well he just put it out so hopely he does more with it. seen to many good mods die to being abandoned or a license that keep someoen taking over it. -
HotRockets! Particle FX Replacement + Tutorial
sidfu replied to Nazari1382's topic in KSP1 Mod Development
well ive had no corrupt save due to hotrockets but any mod has a chance to mess up your save. -
[WIP] MapResourceOverlay (works for Karbonite,MKS for now)
sidfu replied to Cyrik's topic in KSP1 Mod Development
now the question. it looks like this has no tie in to scanning soooo. might want to contact dmagic he can probaly help scansat work with it. kinda would be awsome to se a scansat map overlaid on the planet lol -
[1.0.4] BoxSat vA.02f - Updated 09/16/2015
sidfu replied to DasPenguin85's topic in KSP1 Mod Releases
more sat stuff. there isnt enough sat stuff imo. also im your first followre on kerbal stuff so exepecting more awswome sat parts -
on the map screen just thrun on allo the icons in the lower right u get cone for all the sats that u can see