Jump to content

sidfu

Members
  • Posts

    1,045
  • Joined

  • Last visited

Everything posted by sidfu

  1. wanting to use some of the systems people made but how do u disable stock planetfacory planets to not load. there is a .cfg to disable planets but how does the entry work. ived tried to disable planets but they still show up.
  2. 550au=82 278 828 885km=82278.82889Gm so rt2 dishes can reach it. problem is if need a kerbal to do something with it if u have an life support its not as good to use. would need a 900gm dish to see far enough with rt2 for it
  3. when i put the updated stock.cfg in realfuels foulder i lose all ablity to change fuel types for stock engines
  4. would love to use this but since have to load up all the planets along with the sentar expansion takes to much ram. would be good if way to not have to load up everything just select which planets to load
  5. so u know there is a bug when u switchy ships with [ or] thta keeps them from cnnecting til u go to map and use the switch to. some times if u take and switch to the target with [ or] if u timewarp it connect but not always. just when u switching ships use the map switch to switch targets
  6. wonder why opening these solar panels causes game to lag alot. its fine once they open all the way
  7. to me it looks better as a antanna. in actualy in my game i copied the folder then renamed the boom so i have 1 to do sceince and 1 that is for communications. plus since u can do the booms sceine without extending it it kinda makes extending it useless.
  8. if u want to use the boom as a atana add MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 5000000 MaxQ = 3000 EnergyCost = 0.6 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } to it that turns it into a 5Mm attana.
  9. here is the @part if u want the 2 antana to work with rt2 made them have range of 5Mm and 50Mm @PART[TzAntennaRotate] { MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 5000000 MaxQ = 3000 EnergyCost = 0.6 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } } @PART[TzTransmitterHeavy] { MODULE { name = ModuleRTAntenna Mode0OmniRange = 0 Mode1OmniRange = 50000000 MaxQ = 3000 EnergyCost = 0.6 DeployFxModules = 0 TRANSMITTER { PacketInterval = 0.3 PacketSize = 2 PacketResourceCost = 15.0 } } MODULE { name = ModuleSPUPassive } }
  10. anyone know why my solar panels generate waste heat but its not building up it stays at 0 on resouce panel
  11. i have the same problem kerbals not using resorces and none of them show up in the ls window
  12. number u can have runniung scanning would be more based on how many mods u use. if u use no mods but scansat i wouldnt see a problem havent a scansat around nearl every planet scanning. then it wouldnt be a ram issue more of a cpu issue i think
  13. ksp is 32bit so i would rather have another mod than a bit of extra texture anyay.
  14. think he hasnt put out a updated interstaller .cfg yet
  15. was looking at the kethane .cfg and it doesnt have all the fuels that modular fuels make. would editing it be good to add the other fuels.
  16. most ls modules have went with the names oxygen,co2 or carbon dioxode. also tac has been updated and removed all tac form resorces so now only differnce in ls modules is funtionality and weight of oxy and such. ive already modified the old zz greenhouse to work with tac ls so wont be hard to change them towork with any. 1 green house should beable to support 3 kerbins imo. reason is most use the 3 person capsule for most missions. as for fuel i use modular fuels so no matter what i would have to mess with the.cfg file to add the conversion for more fuels. heres what i think u should do make the green houses then afterwards make .cfg files for the other ls modules and fuel systems. me i would be happy to provide .cfgs for to work with other ls modules. others would be happy also imo. for me i wont use any ls mod that dont atlest have the 3 basic elements needed and thats food,water and oxygen. u could always put out a dev version and others can report bugs and post opinions on how its already working.
  17. little more info to help u on it. first before stage or anything u eva. the kerbal comes out but everything even electricty is empty also it dont auto switch to keral u have to ] switch to them.
  18. well dont want high enough wehre lights are to bright but want it where everything looks crisp if kno wwhat i mean. guess im just spoiled from the hundreds of skyrim enb lol.
  19. only found 1 bug with the dev version thats at launch pad if u eva before u launch the kerbal will have 0 resorces on him
  20. u need to get out of your texture fantasy world before u burn your computer up.
  21. u need to make sure to have source and a license.
  22. would be nice if we had more paletes. me i typicaly prefer more natural palets with higher contrast.
  23. its other way around planet factory uses around 600mb of ram rescale dont even use a fraction of that
  24. thats good with the memory reduction mod i can use more than just a few of these parts now.
×
×
  • Create New...