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Everything posted by sidfu
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[0.23] [Horizon Aeronautics] Zenit-3SLB [v1.2] updated 3/9/14
sidfu replied to stubbles's topic in KSP1 Mod Releases
drec has been updated to work better with hotrockets so the smoke plugin shouldnt cause problems no more -
[1.8.x] DMagic Orbital Science: New Science Parts [v1.4.3] [11/2/2019]
sidfu replied to DMagic's topic in KSP1 Mod Releases
Dmagic u make some awsome stuff. have u ever thought of making alt stock sceince parts also? -
one thing i see it could use is a new scan where u can get a real picture of the surface would be nice also.
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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
it should auto add tac to any pod that is a command pod and carries crew i know it does on mine. u dont want a converter alwways active cause u waste the wase products u could convert later when low on water and oxy. dont know why u would want the external converters always on anyway they use a ton of power and dont stay on if u switch ships anyway. if its n ot adding tac to your command module here is the mm entry @PART[Mark1Cockpit] { MODULE { name = LifeSupportModule } RESOURCE { name = Food amount = 1 maxAmount = 1 } RESOURCE { name = Water amount = 1 maxAmount = 1 } RESOURCE { name = Oxygen amount = 1 maxAmount = 1 } RESOURCE { name = CarbonDioxide amount = 0 maxAmount = 1 } RESOURCE { name = Waste amount = 0 maxAmount = 1 } RESOURCE { name = WasteWater amount = 0 maxAmount = 1 } } -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
sidfu replied to Albert VDS's topic in KSP1 Mod Releases
looks good black but colors feel to washed out and bright to me -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
ive anwser this question a million times it seems. sometimes no matter what ksp an get stuck on a file while loading. whawt ive found best to do is remove the file to you desktop(keep it cause u put back later) and keep trying to start till u have all th efiles/mods its havign problems with. once u can get to the start screen exit game put the files back and should be fine. this dont work 100% of the time depending on what its causing it to freeze but it normaly works for when game just gets stuck but nothing is acutaly wrong. -
[1.8.x-1.10.x] SmokeScreen 2.8.14 - Extended FX plugin (18 April 2020)
sidfu replied to sarbian's topic in KSP1 Mod Releases
i suck at doing my own .cfg for this can someoen post some so i can test it without crashing my game due to errors im causing lol. -
thats what this mod is starting to do. u have to have water to make oxidiser kethan dont make oxy. thouse that use tac with this might want to change the water mass its .002 but should be more of a fraction than that. only problem it cause is water use will be off for tac but only for long water use.
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[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
sidfu replied to Albert VDS's topic in KSP1 Mod Releases
these are awsome looking. moe stuff like this is needed. only thing i see on them is have the pipe at top point backwards to connect to ship instead of off to side. we realy do need more tanks like this. thats why i still use to old thss trusses cause they look awsome even thou the orage color is glaring. also why dont u make a truss set where tanks are inside of it. my dream is to make a awsome ship out of trusses with fuel and everything inside it. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
ive never had the game lockup in the tracking station it might have something to do if there to many satilives and it overloads the game. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
wordpad or notepad or notepad++ can open the .cfg files. if u need to add something to the .cfg files best to compare them. most planet addons u have to copy and past add the planets clouds to the .cfg not drag and drop it in. imo best bid is to redownload for the defualt .cfg and just copy over the differnt stuff. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
motokid they will conflict onlny have one of each. should be 2 cloud.cfg one is default other is user -
needs a smooth metal look outside but inside looks good. also having whre the pick inside at back be your flag chosen for mission would be nice. in front a launch door would be nice. also a second version thats more say circlizes some would be nice.
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[0.24.2] Taverio's Pizza and Aerospace v1.7.1 (22/09)
sidfu replied to Taverius's topic in KSP1 Mod Releases
99% of the time wen u get stuck on loading is cause the game is corruptying the part when it loads it. if u remove the parts thats causing it to freeze till game compltely starts then readd them that normaloy fixes itself. would be good if someoen thou could pick this up for future expansion on it. we need bigger parts to make like a cargo 747 dreamliner size type transport. parts of this should work fine. not sure if engines work thou just check and see if engines require a out of date plug in but wings and other normal parts should work. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
flight computer not perfect. probaly flight computer be better when it has kos is better think it was. bah cliph knows whaqt he wanted to do lol. me i avoid having long delays by haveing stations in key systems to act as a relay. normaly a station in jool and 1 around eve can keep times down -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
sidfu replied to Albert VDS's topic in KSP1 Mod Releases
if u want to add more stuff to the bags just a simple MM .cfg would do that. -
this was designed with stock system in mind so there would be issues since planets are differnt in rss. btw have u thought have adding long term experments like say a long exposuer experment. have where it runs even when active ship is not active. asicaly u would do faceign 1 way than other to complte the whole sky. and also would be nice if u combine some of the experments into modules and have where theyhave to be installed inline like the cpu and u have to swap for a differnt set of expeiments. cxs7 u have kas installed dont u. kas is mandiotry to remove cpu and add them.
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[WIP] ProTech Power - Phase I [Staging/Ideas]
sidfu replied to Cryocore's topic in KSP1 Mod Development
yeah these sound good they about like the future tech capacitors. another good one would be say a waste burner for tac that burns waste but consumbes oxygen. it can be uses mutiple times but uses alot of oxygen. textures can come later get parts working how u want now then u can work on textures how u want. what u should do is make a whole set of parts called last ditch parts for emergency use. another part would be similar to small rockets for sepration but are added for a boost for say when u 100dv short of deorbiting. it would attach right under your reentry payload and u could fire it similar to a solid booster and cant control its thrust. a part like that would be nice cause help manage your fuel and maybe keep u from carrying to much for more percise rockets. -
i have all those mods but for hgr pods and hot rockets and universe replacer. also a bit of advice universe replacer will no longer be updated get texture replacer it does same thing and textur replacer supports univse replacer stuff and has more fetures like setting sepecific textures for certain kerbals and kerbals in eva on planewt with oxegen air remove their helmet
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[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
sidfu replied to Albert VDS's topic in KSP1 Mod Releases
the zzz green houses are the biofuels green houses. the zzz greenhouses are free for anyone to use. right now tac can work with biofuels but biofuels cant work with tac. if u change the tac settings u can get it to work with biofuels, but if u change the biofuel settings in the .cfg bifuels stops working lol. well all the greenhouses dont work if u not focues on ship anyway. -
[0.23]Cargo Transfer Bags and Tanks(for TAC life support) 0.7
sidfu replied to Albert VDS's topic in KSP1 Mod Releases
dont we hae enough plugins. ive had litle problems using mft with this. imo would rather have a awsome looking green house for tac(dont want biofuels one u have to change to many tac values) -
tac water density 0.0017977746 your water density .002 should work with tac but probaly cause just a bit of conversion problems. wont work with biofuel mod as biofuels values seem to be hardcoded
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[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
sidfu replied to stupid_chris's topic in KSP1 Mod Releases
if u chose info u can apply to symetry even while inflight. everything but the diameter and type of clothe can be changed while inflight now