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sidfu

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Everything posted by sidfu

  1. just have to have ksp on that one and install klf and run the server on it is all server setup is just a few options.
  2. u will lose those sats. they still be there but antana have very small range and also u need dishes for ranges above 10Mm. imo what u do is if any of them have engines bring them back for cash then install rt2 and play rt2 is well worth the time or lose to play with.
  3. he is using part integration so parts that are basicaly the same but where before had seprate modle and texuter files will be combined so the ram foot print will be smaller
  4. what we need is people willing to host a server. ksl still works fine just no one hosting.i only have this one computer so dont think i could host very good
  5. he just probaloy dont have it up rgiht now. just check randomly and u catch it up.
  6. anyone know why even thou my panels show they generating wasteheat that none of it is building up it stays at 0 even thou i have nothing on the ship to reduce it
  7. i dont have that issue jdcollie and i have both mft and tac pre4 installed. might want to make sure something else isnt causeing the actualy problem.
  8. deadpan seemsn hosting server can be did not sure if u need any router pw or anything if u want to test it i can help u since helped the other guy just pm me the info. hosting the server is just starting up the server. the server address be your ip pluss whatever uset the port. if u want to host a server this is what u do. 1. install klf 7.1 2. get the 7.3 update and copy over klf 7.1 3. start up server .exe making sure its has admin privileges. 4. change the info to what u want(playaers,ss time etc etc) 5. your server address will be your ip with what u set the port to at the end. 6. have people join and play. remember the server uses your ip as a address so dynamic ip wont work well also remember they connectiong to you. best if u sest up the server on a seprate computer then u can host more people. u can list your server here for public use or ask for for a few at tiem to build a good group of people.
  9. check your log junkie and give us any info. and i mean both logs the ksp.log and the output log thats in whatever version u using.
  10. should u be abele to copy over it then change names?
  11. before u change it to match the 2.3a changes check out the pre realse of mks and karbonite
  12. looking good rbray but they look more like fog than clouds
  13. send it to me ill give it a quick test before i jump ingame then while im ingame on my test ksp folder
  14. hotrockets works fine with them i use them check to make sure something else is not wrong jashin. also we need more info just staying not work dont help us. i use both with no problem
  15. there are greenhouse mods out there also there are mods to add to kethane/kerbonite to allow u to mine water which u can convert into oxygen. if dont want to do any of those just send a seprate unmanned just before it for resupply around the planet.
  16. honeyfox that error is caused by the texture replacer. and technodaleks it works fine in ksp 24.2 64x for windows. and astro do u know of any good outside game color gradeint tool that i can see the color on. i combined yours and astros pack but i suck at getting the colors what i want.
  17. did u try when u build it make sure the slider for power genration is on 0 its probaly the bug alot of stuff had in .23 and since i dont use kethane engines i can only guess thou.
  18. he not saying use all of them he has the ones he wants as requiremens then rest are ones that are just supported.
  19. sucks to play without this anyone know any other servers besides those 2 that are up?
  20. sounds to me like your ship is not built right. i just tested kethane last nite and it worked without a problem. so make sure your tanks for kethane are inline remember kethane is tempermental about tank placement.
  21. us_core and us_kas has nothing to do with tac right now. ive had them installed since .23 and no problems from them. he oprobaly applying to many modules to his command pod or using a outofdate mod.
  22. looking good now all we need is a whay to do that and have differnt suits at same time. probaly something like how rbrays cloud mod lets u chose the cloud texturs and settings to get a suit from differnt ones u have installed in the mod folder.
  23. dont forget to add kerbal mechanic also. also the MM configs that modify other mods have them seprate for each differnt mod that way people can easily change things around. nice thing on the hydrogen stuff as i use the hydrogen MM cfg to change all ntr to use liquid hydrogen. probaly use your .cfg for the mks i have this one but think yours might fit better also make sure to add a file for texture replacer so it dont mess up your ORS. old el-mks one from dev thread to bad he didnt put scrap in yours has it so ill use yours @PART[MKS_Fabricator]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = KolonyConverter converterName = Rocketparts conversionRate = 1 inputResources = Metal, 0.06125,ElectricCharge, 1.25,RepairKits,0.00000002125,ReplacementParts,0.00000002125,PunchCards,0.00085 outputResources = RocketParts, 0.06000, False,Recyclables,0.00125,true requiredResources = BasicMachinery,700,AdvMachinery,200,MEP-Manufacturing,100 SurfaceOnly = False } } @PART[MKS_MachineryPlant]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = KolonyConverter converterName = Rocketparts conversionRate = 1 inputResources = Metal, 0.125,ElectricCharge, 1.25,RepairKits,0.00000002125,ReplacementParts,0.00000002125,PunchCards,0.00085 outputResources = RocketParts, 0.1245000, False,Recyclables,0.0005,true requiredResources = BasicMachinery,500,MEP-Manufacturing,100 SurfaceOnly = False } } @PART[MKS_Factory]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = KolonyConverter converterName = Rocketparts conversionRate = 1 inputResources = Metal, 0.06125,ElectricCharge, 1.25,RepairKits,0.00000002125,ReplacementParts,0.00000002125,PunchCards,0.00085 outputResources = RocketParts, 0.06000, False,Recyclables,0.00125,true requiredResources = BasicMachinery,700,AdvMachinery,200,MEP-Manufacturing,100 SurfaceOnly = False } } @PART[OKS_Fabricator]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = KolonyConverter converterName = Rocketparts conversionRate = 1 inputResources = Metal, 0.06125,ElectricCharge, 1.25,RepairKits,0.00000002125,ReplacementParts,0.00000002125,PunchCards,0.00085 outputResources = RocketParts, 0.06000, False,Recyclables,0.00125,true requiredResources = BasicMachinery,700,AdvMachinery,200,MEP-Manufacturing,100 SurfaceOnly = False } } @PART[OKS_MachineryPlant]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = KolonyConverter converterName = Rocketparts conversionRate = 1 inputResources = Metal, 0.125,ElectricCharge, 1.25,RepairKits,0.00000002125,ReplacementParts,0.00000002125,PunchCards,0.00085 outputResources = RocketParts, 0.1245000, False,Recyclables,0.0005,true requiredResources = BasicMachinery,500,MEP-Manufacturing,100 SurfaceOnly = False } } @PART[OKS_Factory]:NEEDS[ExtraplanetaryLaunchpads] { MODULE { name = KolonyConverter converterName = Rocketparts conversionRate = 1 inputResources = Metal, 0.06125,ElectricCharge, 1.25,RepairKits,0.00000002125,ReplacementParts,0.00000002125,PunchCards,0.00085 outputResources = RocketParts, 0.06000, False,Recyclables,0.00125,true requiredResources = BasicMachinery,700,AdvMachinery,200,MEP-Manufacturing,100 SurfaceOnly = False } }
  24. udont need ioncross installed if u using tac they do something but tac is much more advanced. try taking out ion and see if its effecting it. always to many mods modifying 1 part is bad
  25. make a small moduel that can be attached to a station or a ship for it but have where its heavy or expensive so u wouldnt want to take down to a planet ut leave in orbit.
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