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Everything posted by sidfu
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[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
that would be good to do nertea as rather have procedrual genrated resouces over static any day. thats one of the few things i like about kethane is how it can be random. btw are the modules for the drill and refinery finish was gonna mess around with the .cfg to try some stuff. -
[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
sidfu replied to Sido's topic in KSP1 Mod Releases
the cloud mod has changed since this was made u gonna have to manualy set the clouds probaly -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
hopely can later have where when u unlock the refinery it can only do basic refining and u unlock other refining as u move up the tech tree -
[1.0.5] [RELEASE 0.8] Sido's Urania System : 7 new planets and 8 moons !
sidfu replied to Sido's topic in KSP1 Mod Releases
this pack dont have any contracts and dont think stock contracts incloude mod parts yet. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
1 check log for errors 2 check log for errors 3 check both logs for errors a 3rd time 4 delete everything for the mod and reinstall mod 5 we dont have clairvoyance to read the error logs on your computer for u so post the error for us to see. the ss indicate far as we can tell is taht u havent launched your ship. and we hav no idea of what version u using -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
wouldnt it be better on trace elements have where when u refine karbonite that u get small ammounts? -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
sidfu replied to Arsonide's topic in KSP1 Mod Releases
was able to get around the bug some way and also found kinda the problem is. what i did was eva him out of ship then went back to spaceport then went to radar station and recovrede the craft.boom the craft recovred but jeb wouldnt recover still he was still bugged so i went to build a rocket but then exit out of it and boom he got recovred. about to do more missions to just see if maybe it was a random mission error. the problem seems to be with the kerbals not the ship. something is messing up tying the kerbals to the ships. any idea what would mess up the kerbals being tied to the ship for recovery? can conform so far if u eva the kerbal out of the vech then recover vech then try one of the other ways to recover the kerbal it u can recover them -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
sidfu replied to Arsonide's topic in KSP1 Mod Releases
i have the newest think the error might have came up from the get 5km up cause only got 1 complteing for 2 missions 1 was to launch other was get 5km and these stock missions. got message for one but not other saying complteted but the has been removed from list saying complted that may be whats causing the issue. -
Universal Storage 1.4.0.0 (For KSP 1.4.x) 13th March 2018
sidfu replied to Paul Kingtiger's topic in KSP1 Mod Releases
converting the eclss to work with tac is easy. i just cut outthe eclss converter part and replaced it with the tac sabator convertoer info. that gives a a wedge converter to use with tac. cant wait till offical tac stuff so dont have to jurry rig stuff lol. if im allowed i can post the .cfg for it that way people have something to use for tac for this till they get parts out -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
sidfu replied to Arsonide's topic in KSP1 Mod Releases
i got 2 errors not sure if they related to this mod but since they about missions thought would put for u to check (Filename: C:/BuildAgent/work/d63dfc6385190b60/artifacts/StandalonePlayerGenerated/UnityEngineDebug.cpp Line: 49) InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[RDTech] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.First[RDTech] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at Contracts.Templates.PartTest.Generate () [0x00000] in <filename unknown>:0 at Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.RefreshContracts () [0x00000] in <filename unknown>:0 at Contracts.ContractSystem+.MoveNext () [0x00000] in <filename unknown>:0 InvalidOperationException: Operation is not valid due to the current state of the object at System.Linq.Enumerable.First[RDTech] (IEnumerable`1 source, System.Func`2 predicate, Fallback fallback) [0x00000] in <filename unknown>:0 at System.Linq.Enumerable.First[RDTech] (IEnumerable`1 source, System.Func`2 predicate) [0x00000] in <filename unknown>:0 at Contracts.Templates.PartTest.Generate () [0x00000] in <filename unknown>:0 at Contracts.Contract.Generate (System.Type contractType, ContractPrestige difficulty, Int32 seed, State state) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContract (Int32 seed, ContractPrestige difficulty, System.Type contractType) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContract (System.Int32& seed, ContractPrestige difficulty) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.GenerateContracts (System.Int32& seed, ContractPrestige difficulty, Int32 count) [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.RefreshContracts () [0x00000] in <filename unknown>:0 at Contracts.ContractSystem.OnReputationChanged (Single newRep) [0x00000] in <filename unknown>:0 at EventData`1[System.Single].Fire (Single data) [0x00000] in <filename unknown>:0 at Reputation.AddReputation (Single r, System.String reason) [0x00000] in <filename unknown>:0 at Reputation.onvesselRecoveryProcessing (.ProtoVessel pv, .MissionRecoveryDialog mrDialog, Single recoveryScore) [0x00000] in <filename unknown>:0 at EventData`3[ProtoVessel,MissionRecoveryDialog,System.Single].Fire (.ProtoVessel data0, .MissionRecoveryDialog data1, Single data2) [0x00000] in <filename unknown>:0 at VesselRecovery.OnVesselRecovered (.ProtoVessel pv) [0x00000] in <filename unknown>:0 at EventData`1[ProtoVessel].Fire (.ProtoVessel data) [0x00000] in <filename unknown>:0 at VesselRetrieval.recoverVessel (.Vessel v) [0x00000] in <filename unknown>:0 at VesselRetrieval.recoverVessels () [0x00000] in <filename unknown>:0 at VesselRetrieval+.MoveNext () [0x00000] in <filename unknown>:0 basialy it causes the sytem to bug out and the crew gets recovred but also they die since ship stays and wont let u recover it right. gonna remove this and see if error stops. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
are u using modular fuel tanks it hasnt been updated and bugs stuff remove it -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
tac has changed use the prerealse 3 the .8 version dont work with 24.2 -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
sidfu replied to Arsonide's topic in KSP1 Mod Releases
u could do that obsessed with that mod that makes the navball into a geo orb around u. forgot the mods name -
works fine in 24.2 64x just dont add the cards for parts u dont have the mod to and u fine.
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keep it up taniwha u get it eventualy. im not a coder so cant understand why realfuels is working and not mft but i know u get it eventualy.
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[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
if u using mft remove it it hasnt been updated for 24.2 yet so dont work right. also check any MM .cfg to make sure u dont have any that would interfeer with tac modifying the cockpits. if u start using tac on a game u already have started u ned on the first space port screen u at open the tac menu to active its settings then it kick in. ive found if u dont open that menu at the space port at times tac wont start right. thats only for first install thou. @aaqucnaona that bug is random aaqucnaona it hits soem but not others. i had it for prerelease 2 but it stoped suddenly on its own and hasnt started back for realse 3. one way u can try to fix is remove everything that uses or requiares tac and reinstallthem to make sure that they installed right then also make sure u dont have any conflicting MM files that can cause problems. mj doesnt do anything iwth tac so it wont notmaly cuase problems with it. -
[0.90.0] Fine Print vSTOCK'D - BETA RELEASE!!! (December 15)
sidfu replied to Arsonide's topic in KSP1 Mod Releases
hopely u can add contracts to test the custom parts like it does with stock? also would be awsome if someone designed a mod that u cant use a part till u conduct a test of it first -
avsnoopy epl is not broken. u doing what most who not doing something right complain about. 1 u need kerbals in the base to construct the rocket. also enough work stations to contrcuti in in decent time 2. if seems like a mod not working like any computer age gamer u need to learn to look at the games error logs to provide info to the modder. 3. blame yourself before u blame mod. most time its people changeing stuff that breaks mods. if it was working before but suddenly stoped working that means u did something the mod dont change itself.
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on aje and the stock alike pack dont they have some overlapping stuff?
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[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
hey rabid are u using updated epl? cause epl also has a scrap byproduct also now. -
alot of the stuff is aies based i belive orginaly but some has changed
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[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
tac only needs water,oxy,co2 those u can manualy add to the ors system plus there already water ors added inside kspi u can use that grayscale. astrophic elements u can manly add to ors easily with a .cfg addition. -
[WIP][KSP 0.24.2] (V0.2R1) Kerbinium Asteroid Mining/RandomResources
sidfu replied to PalverZ's topic in KSP1 Mod Development
palverZ if u want i can add the rest that might be found in astroids. there still the kspi stuff and the near future stuff.