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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
epl doesnt use ors but mks addes ore to ors -
seems mft doing same thing it did for .24 update so he probaly just need to recompile it and add the updated kspapiext
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[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
mks addes ore to ORS so all u should need to do to the kerbanite drills is change what its mining and the ammount. what would be a good drill ammount for ore thru kerbanite drill? { name = ORSModuleResourceExtraction powerConsumptionLand = 2.5 powerConsumptionOcean = 0.001 extractionRateLandPerTon = 1 extractionRateOceanPerTon = 0.1 resourceName = Ore unitName = Ore Extractor extractActionName = Extract Ore stopActionName = Stop Ore Extraction resourceManaged = False resourceToUse = ElectricCharge } is whawt mks is using so u could change it over with a simple MM file to be used by the kerbanite drill -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
hey roverdude what about making a small grappler type thing that works like the connection pipes from mks that can be say attached onto something to connect things. with no time fram when kas come back it would be a good alternative people could use to build a arm to refuel things with if they dont want toa dd docking -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
probaly epl was what u where using with it its the biggest -
[24.2] Karbonite Ongoing Dev and Discussion
sidfu replied to RoverDude's topic in KSP1 Mod Development
just use the same way its simple. at a min u should always learn how to modify .cfg it saves time TextureReplacer { keepLoaded = ^UmbraSpaceIndustries/MKS/ORS/ keepLoaded = ^UmbraSpaceIndustries/Karbonite/ORS/ } btw u might want to make your own antanna/scanner cause with RT u cant use it when on eve,kerbin or lathe -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
hopely we get a updpate soon as realfuels long been updated for 24.2 but we still hanging here. have u tried putting the real fules kspapi into mft? -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
its the kspapi .dll that needs updating for mft probaly -
[.24.2] DISCONTINUED July-27- Asteroid Cities V2.0
sidfu replied to dtobi's topic in KSP1 Mod Releases
about time to combine all the mods into one page imo -
does this work with current build? also u might want to look at http://forum.kerbalspaceprogram.com/threads/62941-v0-24-Tarsier-Space-Technology-%28v4-2-BETA-CONTRACTS!!!%29 u can probaly add a .cfg to work with this lazor. also check on dmagic stuff he has made a scince and a animation module that u could probaly use.
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
sidfu replied to Thesonicgalaxy's topic in KSP1 Mod Releases
no phazon there no ba for the overhaul yet as the overhall changed the structure of the .cfg -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
yeah alot dont seem to understand their computer. me i run with 142mods currenttly have a constant 25fps and around 50c in vid card and just 23c on cpu temp. most people when they download a mod they just batch dump everything into the data folder and just copy over anything without ever ready anything. me i open every one strip anything i know i never use. convert the .cfg to work with anything i use and then i add to my data folder. thats probaly why even with 64x u can play for hours without crash -
[1.0.X]Engineering Based Tech Tree (with flight first option)
sidfu replied to Probus's topic in KSP1 Mod Development
i could give it a try after i finish with some stuff around the house later. also where are u putting the life support stuff? currently there only 2 ls mods that are upto date. i been using http://forum.kerbalspaceprogram.com/threads/60469-TechTree-0-23-5-Ackander-s-Vertical-Tech-Tree-Release-v1-16-May-13-2014?highlight=vertical so your tree not to scarry for me -
that is when u alt tab out of the game not from any mod
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[1.0.X]Engineering Based Tech Tree (with flight first option)
sidfu replied to Probus's topic in KSP1 Mod Development
does it have stock tech nodes in it so that parts not on the mod list can be in it? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
sidfu replied to BahamutoD's topic in KSP1 Mod Development
hey spaceman can i get the link to those tracks the one i found dont work -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
tripod it should work with anything that has recouses named the same. just the ammount wont be balanced -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
u dont need to life support for the kerbal wotn kick in till u get within 2.5km -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
well last thing to do is take all mods out then put them in a few at a time for example put pure parts mods(no dll mods) in first then go for stuff like programs like mechjeb and tac then go to he heavier mods that lots of parts/dll dependent mods. can u list your mods. i have 140 mods installed and not getting any crashes due to mods just due to 64x random crash. if i know which installed i might know which mod has problems -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
dont look like its tac causing the problem. i see no error that would cause tac to crash your game. one thing i aim seeing is alot of outof date mods like rpm,mechjeb and such also hyperedit is known to cause problems randomly. also turn off texture replacers compression since u using 64x. any type of compression is known to cause problems if its not setup right. also a known crash is caused by any texture compressor compressing the conracts folder. my advice is to go thru and updated all your mods u have i counted at a min of 5 out of date ones. -
not gonna get in a argument with u tangle since since u taking what i posted compltely out of context. looked at the files there no way to do what u want but to ship already filled containers there to be used. u dont have to mine the stuff. think if u use modular fuel tanks and have some settings right u can fill kethane and ore tanks when u design the ship. also most if u look at the resouce .cfg if u set that resouce to tweakable u can fill it in when u design the ship.
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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
put the logs up where i can get them ill look at them and see if i can see anything. also what version and which do u play on 64x or 32x -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
u can ignore that error sputnik thats not causing the crash its a common error with eva supplies. remember thou if u on 64bit it has nasty habit of random crashes for no reason. -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
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why would u want to build without resouces if u in carrer?