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Everything posted by sidfu
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
@zidane no one in this form is fixated on post count. its just most prost a problem and go help this not working and thats it. they provide no info no pics or files to help people with their problem. if u talking about the lights going into the terrain thats just caused by terrain cliping thru the lights layer. u can fix by raising the lights height but then u have a weird floating layer of lights when u launch at nite -
Better Atmospheres Development Thread
sidfu replied to Thesonicgalaxy's topic in KSP1 Mod Development
looks spot on now galaxy -
[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
sidfu replied to ferram4's topic in KSP1 Mod Releases
i havea question FAR x13 and 13 didnt save anything to persistence file did they? cause game i started after .23.5 even after using the 13.1 had same problems with far acting up and or failing. but went and started a new game and error stoped. before someone says its mod incoompatibliy i went thru and sptent 6 hours moving mods to a new install with far and worked fine its only when i load a save from a previous version of far this happens. if u want the saves tell me and ill rar them up for u to see if anything is happening- 14,073 replies
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Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
@mecripo accounding to the forums its a white space issue its that it dont effect everyone. for me when i use it all my rt2 stuff and about half my .cfg dont get applied ill probaly play with it later to see what it is but right now no reason till more mods use what the 2.0.1 adds. @ keychain some of the RSS .cfg move whre mission control is so u might have to do mannaed launches to get network up first -
Better Atmospheres Development Thread
sidfu replied to Thesonicgalaxy's topic in KSP1 Mod Development
got a question im using astronomers alpha test clouds but when use this i tends to want to make the volmetric clouds almost transparent. think should match color of clouds and BM? -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
rbray looks like u getting alot of first time players now using your mod probaly about time to comptetly redo the op then. ops been same since basialy what 4.0 or something cant remember ll -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
did u try going into remote tech settings and changeing this to 10? MultipleAntennaMultiplier = 0 change to MultipleAntennaMultiplier = 10 also dont use the MM 2.0,1 or so it was i tried it and rt stuff wouldnt work stick with 1.5.7 @hydraa seems u havent planned your network very well and that is your problem. for a com sat relay in kerbin. kerbin is the core of your network u have to set it up right or u cry when that probe u lauched a year ago crashes into jool cause lost signal on aerobrake burn. this is how i set up and design my sat. now this is just my opinion some may set up difernt but this setu has never failed me so far. 1. design your sat and plan it well. for me what i normaly do is 1 400gm dish and 4 90Mm dishes 2. kerbin sat network is the most important part of yur coms. for me i put 1 in geo at 0 inc above mission control then i do another at geo distance at 90 inc. also i put a ring of sats at 1000km. also i normaly put 1 at 0 inc at 70Mm from kerbin and another at 70Mm with 90 inc 3.how u point the dishes in kerban system will decide if a probe loses connection one it leaves or if it keeps its connection. how i point my dishes are the 1000km sat 400gm is always active target and the 90Mm are 1 at kerbin 1 at mun and minmus each and last i point at the kerbin geo sat at 0 inc. as for the ones at geo distancee i pont 400gm at active 1 90Mm at other geo distance 1 at kerbin and last 2 point at the 2 70Mm sats and set up the 70Mm sats same way as the kerbin geo. thats how i set up my network for kerbin system everything else should be able to explain itself. remeber rt2 isnt like rt1 and u cant throw up random sats and get good coverage u have to think abit and try to have some redundancy. if u use both rt2 dishes and aies dishes along with probe parts/cores u can easily make your kerbin sats at 5 or so tons and be not much biger than a 1 man pod -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
astronomer just make differn versions then some like them puffy some like them more shaper. also once he opens up mod to more .cfg changes might bealbe to have differnt .cfg for each planets clouds -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
needs to be dark. should be when goign down thru all 5 layers u dont see ground till 6km or so. if u see my ss above see how the volumetric clouds actualy block out sun thats how eve should be -
any idea when update? since he not replied i went and manualy added the new intersteelar and the grappling hock to existing nodes. if cant post it tell me and ill take down http://rg.to/file/ec10130b78b32a085ddc166c23ba8fcf/tree.rar.html havent tested yet thou. onloy thing ive did was add the new interstellar parts to a node and added the graple hook. no other modifcations have been made.
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
comparison shots of astronomer alpha vometric clouds with defualt.cfg and astro alpha vometric clouds+ sonicgalaxy Better Atmospheres first 6 are just astros hd alpha test clouds rest are combinaton seems better atmospheres likes t make clouds more light colored. guess should have changed the atmoshpere closer color to clouds? cant wait for your new clouds astronomer hopely can keep eve as scary as before. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
sorry to say if u lazy most dont bother to help go read some. @slime crusher dont use the 2.0.1 MM it dont like white spaces and other issues redported. to me sounds like your mm rt2 settings not get applied. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
not yet bagg right now volmetric clouds are hardcoded to just 3 textures -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
edison the mod no longer uses the same format. u can use the textures from thos packs but not the .cfg. 1. there is no radius there is altitude 2. .cfg changes are very limited right now what u can do. he already stated he plans to change that. 3. from your comment u think its mandatory for them to keep them update. ill put it simple they have no obligation to keep the update they do it cause they want too. 4. also PLEASE READ MORE THAN 1 PAGE. if u would read the thread proot and astro are working on updateing their packs. its no simple task as the mod as went thru nearly 13 verson changes and major overhall since then. drdresto auras no longer work with current version. u have to decide if u want volometric clouds but no auras or auras and no volmetric clouds by using a old verson -
[1.0.5] TAC Life Support v0.11.2.1 [12Dec]
sidfu replied to TaranisElsu's topic in KSP1 Mod Releases
if u worried about supplies then send a remote craft before or after to carry extra supplies -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
still works fine even without latest hotfix just no radar station stuff -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
resender dont give out false info. without the latest community fix only 1 thing is broken and that is radar station veiw. which means the mod works fine but when in radar station u wont see rt stuff but when on a ship u see them fine in map veiw -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
the mod has competely changed since 6-7 -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
ive nver heard of rt2 causing that issue. it could be a combinatiaon of mods. also so u know far has major issues and can be causing it. ive had rockets where due to far getting a error on 1 part would only have half the rocket without far on it. making it pull one direction. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
captain just try them after playing with clouds on yur planets u wont want to go back -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
astor alpha clouds are only for the volmeric clouds. so any clouds that would be volemtric would use that but both can be used long as u modify the .cfg to have the data from the sandstorms -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
sidfu replied to sarbian's topic in KSP1 Mod Releases
ive never had a problem with current .cfg till i tried the 2.0.1 version good half my cfg wouldnt show up. thats why im waiting sabian. a good example is my rt2 stuff even the parts in the rt2 folder showed up having no rt2. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
no mem leak kipard but more sats u have up more ram its gonna use so best to plan you yourn network good -
Kessler chaos - space debris clouds [0.23.5] [WIP] [Plugin]
sidfu replied to Unit327's topic in KSP1 Mod Development
works fine on windows. u just need to adjust the direction they come from. i hit the start button for it and they come from sun direction which kinda makes no sense. also we realy need a early waring system. it tell u what directioon its comeing from. also might want to add a part that is hardened like a heat sheild for protection u can turn intol the cloud. also another thing just thought of have like a hardening for parts mostly main parts like pods and parts that would be manned. basicaly each part would be harder so can take more hits. and for options we should have a option to turn if off for certain ship types. for example due to way joints are stations are had to move safetly in ksp so u could turn off chance of debris when your control a station -
[1.8.x-1.12.x] Module Manager 4.2.3 (July 03th 2023) - Fireworks season
sidfu replied to sarbian's topic in KSP1 Mod Releases
ima stay with the 1.5.7 till this white space issue is sorted dont want to break how smooth my game goign right now