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KSP2 Release Notes
Everything posted by sidfu
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Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
ghost thats why u have interplanatary com relays. to build a good network u have to have some sats pointing at other sats to have good connetion wise -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
delte the night te4xtures also cause even without the .dll it will load them into memory -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
they too close for a dish to work. use a omni antanna. a dish has a cone effect that it points towward the target so if they 10m apart the cone wotn work. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
xentoe try the dev version at the github u can see what he working on -
starstrider look in the .cfg each one tells the maxium height it can read at. for me i normaly get close to that and let it roll normaly finish in day or 2 at most at 90
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Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
just so u know the ship stop responding ive had it on stock. it seems to be something with the game it randomly pops up even when no rt installed. ive had where it dont happen for a month then randomly one day it happen mutiple times. normaly if your ship just stop responding switching to another active vessel most time fixes it. -
[WIP] Renaissance Compilation (artworks remake)
sidfu replied to Proot's topic in KSP1 Mod Development
only thing keeping ksp from 64bit is buggy unity 64bit. from what i saw on a pod cast before its mostly due to the random crashes with no real cause they havent switched over. still thou they should put out a dev version of it to see if modders could fix it imo. -
[WIP] Renaissance Compilation (artworks remake)
sidfu replied to Proot's topic in KSP1 Mod Development
hope u put some ram reducer .tcfg for them i can never get them right and the space suits always be 2 tone and such. well i just suck trying to do .tcg anyway lol. what .tcg config u use for your pimp your kerbal pack i use most of it. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
just had noticed had your defualt hd textures and the hd pack by astronomer installed. that fixed now to go lean how to do the .tcfg for texture compressor so that it dont break tac life support. -
would be nice if someoen write up a explanaiton of what to do for the .tcfg. i learned the hard way to not add tac to it cause it stop working right lol. just something simple like tell it to do just this folder and to not do this folder and such. ive already skimmed half this thread and nothing concrete yet. what do u normaly skip to keep from getting the textures that are 2 tone and dont reflect?
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[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
anyone know what this mean got it from checking ksp log. i have the hd pack installed the one that the guy made ealier in the thread [LOG 11:32:36.017] Load(Texture): BoulderCo/Clouds/Textures/detaileve1 OUT OF DATE -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
mod works fine u arent building your network right. u have to know that dishes have cones so putting a 60gm dish to see 1Mm wont work right.. u have to think about how u design your network u cant just throw any dish on anything and it work. -
[1.12.3+] RealChute Parachute Systems v1.4.9.5 | 20/10/24
sidfu replied to stupid_chris's topic in KSP1 Mod Releases
what u using to have such vibrant colors and such good contrast -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
erona can we get some ss to know what it look slike would help. far as modifying assets long as u dont try to share it and u keep it on your comp shouldnt be a problem. -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
that looks like the new truss from the man that made the fatman nuke rockets he put out a small truss pack. dont worry cliph if no one else appreates your hard work atleast u know i do lol. for me its if there isnt any RT then i dont play ksp lol. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
no specfic cities. and the new volume test is awsome clouds not to bright now and are good color. withthem like that all u need to do now is take and figure a way to make them more like a clouds instead of a million small clumps of cloud. when inside they fine but still below and above looks like a million of same cloud puff but its getting there. -
Hercules, Titan and Hypatos PlanetFactory:CE Systems(With Rings!)
sidfu replied to Yaeah's topic in KSP1 Mod Releases
the downloads show no files. only one working is the sceincedef download -
hopely some more .tcfg come out for more mods. or anyone know how to set up the .tcg to work with other mods? what would be the entry to use then. so making a .tcg of this is good for most? config_enabled = true OVERRIDES { ExtraplanetaryLaunchpads/.* { compress = true mipmaps = true scale = 1 max_size = 0 make_not_readable = false } } or should just put the first line of config_enable = true?
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[0.23]Baha. Parts for Extraplanetary Launchpads v1.2 (3/2/14)
sidfu replied to BahamutoD's topic in KSP1 Mod Releases
its just a small .cfg change u can do yourself just add the same sceince part from the augers to these and u good to go. for ksp best to learn atleast basics of modifying .cfg -
Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
erendrake its not to high its called planning if u sending 5 kerbols to somewere for a station once they leave for there launch a second ship with last with some huge tanks of tac support for them. thats what sphical tanks will help u with has tanks with enough to keep them alive for very very long time. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
sidfu replied to rbray89's topic in KSP1 Mod Releases
this is a stock game bug happens even with no mods randomly. what normaly fixes it is remove the parts it gets stuck on. once it fully loads to start menu exit and u can reput those parts back in and should start fine. think its just the game gets stuck loading the files into ram.