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sidfu

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Everything posted by sidfu

  1. it shouldnt cause errors since they have differnt resouces. if u having problems just do say u haveing problems explain the problem and provide both the ksp.log and the output. log(btw the outputlog is in the ksp_data or ksp_data64 dpending on which u running)
  2. workd fine for me and i have 140 mods. people just need to learn to check logs is all
  3. most of the people having think its tac causing problems dont understand how to read thru both the logs. the current prerealse 3 works fine on both 32 and 64bit. not every mod will play nice together even if they seem like they would
  4. wavefuntion u have the folder for WarpPlugin nammed warpplugin in newests exerpermental
  5. looks like u messed up the force on fairings u have them set at -200 and -500 and such. also someone made a new hotrockets .cfg for kw besides a minor issue with smoke forming a carosole it works fine
  6. kalloran rt2 didnt cause your crash and that error looks like probaly a badly written MM cfg imo
  7. grats gotch u a prime candidit for why moders quite moding ksp. u have nearly 100% of your mods installed wrong
  8. what about a inline one that it folds out then down to drill. kinda like how the home landing gears think it was did they inside of it but fold out .
  9. just put out 1 version with .cfg to work with kethan and such
  10. E.Nygma to some it may be cheating but i use mechjeb for percesion stuff on putting up com network. its the only thing i use mj for but for launching 3fps 1k part rockets lol. if u put 4 sats at geo stationary orbit and they roughly the same disance form each other and have them point a dish at 2 other sats thats beside them u could form a box around kerbin of 100% veiw. but make sure they have engines on them cause no matter how close u get to perfect they will over time drift off a bit.
  11. i was just throwing out names u want something to stand roughly for all of that type thats why ore is good since could cover nearly every resouce mined from ground
  12. imo i would rather see it have instead of 1 resouce what about alot of ones thats already being used by other mods that would make it easy for others to keep their mods up to date. basialy imo start out with 3 basic resouces that can be then used by modders to make other stuff so say 1 is ore 2 is liquids 3 is something process would be something like ore----->to what the mod wants then after taht they could branch it even farther if they want by doing it that way the moders if they didnt want to wouldnt have to add a new recouse scan just have a refinery to change it. for example say a mod uses iron,alumium and 1 other. they could have where a refinery breaks down the normal ore into differnt ammounts of each so iron would be most common followed by less of others. with that process it can get fairly complicated depending on what the modder wants but keep it simple enough to not break either mod when updated roll out
  13. if on 64x use the expermental build because the normal kspi .11 for .23.5 causes iva and rpm issues. so the expermental works fien with .24 64x eveb thou prices are not balaanced @wavefunctionp dont worry dont think fractal talks to anyone lol
  14. hotrockets hasnt been updated for the new kw so best not to use it
  15. btw wavefuntionp your recompile for the expermintal got rid of the iva veiw bug interstellar can cause and the rpm error problems.
  16. well in 1.21 some stuff worked with tweak scale and some didnt. for example my stock stuff would rescale but not the ammount in the tanks but my kw stuff wouldnt rescale at all. ill see how 1.22 is later this was in 64x btw
  17. wonder if we can get test messions for mod parts also insted of just stock? and so u know all ksp mods are required to have souce and license. i mod probaly when he checks will remind him
  18. game always has a chance to hang on files even in stock ive had it happen a few times normaly with a fresh install. when u hang on a png or such u can remove the folder its in start game once u get to the start screen start a random sandbox then exit game and re putting the file back in. this normaly fixes it long as its not a MM file issue.
  19. looks like tweakeverything messes this up and maybe kerbpaint also causes it not to work right so might want to add to op.
  20. was looking at differn fairings with the setup of this mod it should replace the decoupler module for kw farings since it uses the stock decoupler. procedral fairings thou use a custom decoupler so probaly wotn work on them. seems like novapunch also uses stock decoupler module. havaent tried it yet thou.
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