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sidfu

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Everything posted by sidfu

  1. kimaera just disable signal delay in the remotetech2.cfg
  2. think they said before that till kos was less buggy it wasnt high on their list to get it working with kos
  3. hopely next update can lower its ram usaage below the 100-120mb it currently uses
  4. anyone have a .tcfg that will work with texture replacer. ive tried differnt self made ones but they always cause it to stop working and still load the textures into game
  5. ive not had it happen with aies,rt or stock dishes its only happened on stuff i added antanas and dishes from other mods. had one mod forgot its name its 2 antana would close half the time once u leave the ship
  6. davis its not what they have its what u want to give them. btw we live in same state lol
  7. naten i cant tell anything wrong with that ss sur eu posted right one
  8. it tends to do that with me when i experment ingame with layers. beyond that it should work fine exploding. if they dont show up but textures installed u should get a error message in ksp.log to see whats wrong. btw the volume test and the normal release .dll are way differnt in size is it fine to use the volume release in place of the 6-7 since its smaller? trying to cut my ram usage down here.
  9. heres what i mean. u know how on stock nonrt when u righ click on antanna all u have is a recive button? from what i can tell antanna and dishes that keep that after rt2 is added to them tend to close themself once u switch ship. its not every one of them thou. it also happens where if u hit transmit data and a antana or dish auto deployes like stock then it wont stay open when u switch ships at times. safest thing to do is dont just hit send when u get reprorts make sure dish is already open and that stoped it for some types of dishes and antanas for me
  10. using MM is safter. just 1 space in a bad spot cn cause all your parts to disapear till u fix it ingame( ive had it happen when manualy editing .cfg)
  11. how the size comparision to original textures at right now? biggest thing for me is if its to big in size compared to stock. btw they look awsome like all the stuff u seem to put out.
  12. stockalike parts are nice just make sure the textures are optimized noticed a trend lately of people putting out extremely bloated part mb sizes maybe its due to them getting lazy cause of the ram reducer mod lol.
  13. wht about 4 tanks 2 big like diving tanks then 2 small ones. 1 big for oxy and 1 big for mono then thed 2 small would be co2 and water. the 2 big tanks are together and 2 small oones are nesseled right in where the 2 big ones meet. im ready to fry my computer with this mod pack. im already usign most of the pimp your kerbal pack lol
  14. ive had that hapeen on some but it seems to be mostly ones that where originaly for transmit only. basicaly its happened on ones that had a transmit button on them for me
  15. kataliaan try removing the files it gets stuck on(just out to desktop till u finish loading) then ones u get to the start menu finaly reput the files back and try to start it. that fixes the hang issue for some people but not all.
  16. only thing i use out of this right now is the mystery goo jr. the other part is way to big in mb for just 1 part imo
  17. top p of page says spaceport update march th might want to change that lol. and thanks now can play and not fight to get somethign to work. looking at your .cfg see wher ei messed up i left the numbers beside the offset thats why it keep disabling hotrockets instead of working
  18. thats good cause following nathans thing i couldnt get it to work. either hot rockets would stop working or the smoke and fire would keep being put out even with engine off. gonna try the changes that crater made see if those work. only thing he did differnt was to get rid of the offset where thought nathan said keep the offset. spent 3 hours last nite trying to get it to work and still need to do it for the kw engines i have from somewhere else also lol
  19. ima use he sceince store part but the generators feel op so i wont use those
  20. nazari does those include the changes to make it work with deadly reentry?
  21. on that do u cut out the effects? cause when i did it like u have on there but left effects all that did was disable hotrockets. can u post the exact .cfg for that engine so i can see if i messed up somewhere.
  22. this is the part that deals with the smoke pluging addon MODEL_MULTI_PARTICLE_PERSIST { name = smokethrust modelName = MP_Nazari/FX/smokebooster2 transformName = thrustTransform emission = 0.0 0.0 // Curve for emission like stock emission = 0.07 0.0 // Curve for emission like stock emission = 0.2 0.4 // Curve for emission like stock emission = 1.0 1.1 // Curve for emission like stock energy = 0.0 0.2 // Same for energy energy = 1.0 3.2 // Same for energy speed = 0.0 1.0 // And speed speed = 1.0 0.8 // And speed grow = 0.0 0.0 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) grow = 1.0 0.11 // Grow the particles at 0% per seconds ( 0.02 would be 2% ) scale = 0.0 1.0 // Rescale the emitters to +0% scale = 1.0 1.0 // Rescale the emitters to +0% offset = 0.0 0.0 // Move the particle emitter away from its default position by x meters offset = 1.0 0.5 // Move the particle emitter away from its default position by x meters size = 0.0 1.0 // Rescale the particles to +0% size = 1.0 1.1 // Rescale the particles to +0% renderMode = "Billboard" // Render mode : Billboard / SortedBillboard / HorizontalBillboard / VerticalBillboard / Stretch collide = false // Collision active or not collideRatio = 0 // how the particles react on collision. 1 is a mirror bounce, 0 is go parallel to the hit surface fixedScale = 1.0 // Fixed rescale of the particle emitter (for when you rescale the model) sizeClamp = 50 // Limits particle size. Default to 50 // *************** // From here the value are not the default anymore. // *************** angle = 0.0 1.0 // Display if the angle between the emitter transform and camera is lower than 45ï½° angle = 45.0 1.0 angle = 50.0 1.0 distance = 0.0 1.0 // Display if the distance to camera is higher than 110 distance = 100.0 1.0 distance = 110.0 1.0 emission // Modulate emission from mach and density curve. You can add other section for size, energy, speed, grow, offset and scale { mach = 0.0 1.0 mach = 0.8 1.0 // don't display until mach .8 mach = 1.0 1.0 density = 1.0 1.0 density = 0.4 1.0 // don't display over .4 atmo density = 0.3 1.0 density = 0.002 1.0 density = 0.001 0.0 // and stop under .001 } } its same as hotrockets but it changes it into a perssist https://dl.dropboxusercontent.com/u/6861684/Smoketrails.zip https://spideroak.com/share/NRXXEZLNL5UXA43VNVPWI33MN5ZA/ksp/d%3A/document/Cloud%20Documents/Share/ksp/kw-hotrockets.zip those the 2 .cfg im using from the hotrockets and smoke plugin threads
  23. having problems with new update. engines getting to hot. the boosters for stock cant even use all their fuel before they explode. my temp exponent is 1.03 and changed the mitipliyer to 12 but that didnt seem to change it at all.most can put the thrust on them is 70%. all my engiens seem to be running hotter this update then before lv-t30 for example cant run at 100% in asmo and in space it gets up to arund 1400. im also using the smoke addon wonder if thats doing it.
  24. psyper any resouce u add for mining/harvest will work with tac resouces long as they they same mass. even if they have same name if mass is off it can cause problems with the calculations tac does. i had tac stop workign when waas trying to get biofuel to work with it. most dont use biofuel is cause instead of chaging biofuel to work with tac u have to change tac to work with biofuel which is wrong way to do it.
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