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KSP2 Release Notes
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
god he puts out to many versions so fast. makes me feel like every time i restart ksp ther a new version of this out lol -
Station Parts Project [stock welds by the DoPToOT]
sidfu replied to little square dot's topic in KSP1 Mod Releases
no u have to manualy add them to tree but they work with game u just have to add them -
congrats on being the mod for mod monday and get seen on launcher
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found a bug but cant figure out if it is kas causing it. i used the kas cable to on a simple ship to help keep guy from floating way while eva but accdently entered ship before d/c it. tried to resract and such to fix it but basialy the kas part broke and keep saying the connector was in use. so i decided to just goahead and ladn once i landed lost abilty to recover craft or go back to space port. so ended game now when try to load that ship it loads that ship fine ( its still in orbit forgot to quicksave). but 5 sec after load it the ship flies apart and game crashes. dont know if it is kas or maybe even drec actiing up. on another note when looking at my ksp log notices for kas for one of the wenches log says it cant find the textures but they are there in the folder. if u want the log for it i saved a copy of the log.
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yes and no yes in if u add to sceince tree it work and no as in last i tried it sea was black instead of deep blue. but the map is more than good enough. remember thou isamapsat uses alot of ram.
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its more of a ram issue and a problem that ksp uses all cpu not gpu for graphics in some ways. ksp is only 32 bit plus it loads everything into ram at start. so when something thats not loaded is seen game has to pull it straight from textures so has load wich causes lag. i wondering if the save issues kmp keeps having is cause maybe ksp when it sees another players ship its thinking thats not loaded into memory and tries to load it but since its on other comp not your comp it gets confused. for me i accdentloy found a way to force the ksp stuff thats loaded into memory to dump but i noticed no extra fps from the extra ram it gave ksp. till they have ksp used gpu more high poly counts gonna cause low fps no matter what u do. (btw not saying how i got it to dump loaded textures since its not a big performance jump u get from it. plus still have no idea what bugs it will cause forcing ksp to dump its loaded textures/plugins till play more myself)
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depend on what sat is for. when i design my sats for remotetech i have 3 types of power. first i have enough rtg to cover cost of the control part of sat. 2 i have enough batteries to try to cover 75% of the time at a min of its dark side power needs. and 3 have enough solar to cover 100% plus 15-20% of its power needs in sun. im one of those that keeps debris on so i can get alot of kerbin debris. well its all down to personal prefernce. i dont design my sats to be like rl ones i design them how i would do if i was desining a sat for nasa or such.
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yes since the rescale is father from sun than other planets solar pannels make less power. so u need either edit it or add more panels. for me i have choice of 20 differnt solar panels from differnt packs i use. if there is a mod with a solar panel even if its not updated for .22 good chance it work just manulay add it to tech tree and u good to go.
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
sidfu replied to Starwaster's topic in KSP1 Mod Releases
me i still have the bug where if to many parts blow up at one time lose button use. also should we have higher temps for sheilds for the rescale. was playing with rescale and failed getting orbit so but had a trejectory to skim the air to lose speed but the heatsheild overheated and blew before it even used 1% of its abative. nathan since u work on rescale also can u make custom DREC settings for rescaled like your custom fuels?- 5,919 replies
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Station Parts Project [stock welds by the DoPToOT]
sidfu replied to little square dot's topic in KSP1 Mod Releases
yeah having where we can add outself as a option would be good. -
Station Parts Project [stock welds by the DoPToOT]
sidfu replied to little square dot's topic in KSP1 Mod Releases
one thing i really would like is plz have lights toggable on all parts. only a few of the parts have toggable lights and they start on. when in daytime causes alot of lag due to number of lights -
powerCurve { key = 206000000000 0 0 0 key = 13599840256 1 0 0 key = 68773560320 0.5 0 0 key = 0 10 0 0 } is its poewr curve thats the only solar panel ive used so far since still getting use to getting in orbit around the new kerbin
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only bug i found so far is when i got to orbit the LazTekDragonSolarPanels i have had a energy flow of 2.2 billion energy yes 2.2 billion. on ground they where fine with the reduced ammount of power output.
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Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
i been messing around with the rescale kerbin. on the map the red dot for ksc is in normal spot but have yet to put a network to test it -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
sidfu replied to Starwaster's topic in KSP1 Mod Releases
when it happened to me was when i ran out of power on reentry and insta blue up due to heat. when went back to space center couldnt select any building. onnly button worked was eascape back to start menu when went back to it couldt even hit any of those either had to endtask the game- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
sidfu replied to Starwaster's topic in KSP1 Mod Releases
ive had this issue to today moment ship blue up couldnt select any building or anything.- 5,919 replies
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[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
sidfu replied to Starwaster's topic in KSP1 Mod Releases
hopely he can get some of those old heatshields and get a chance to add them to this for more variry ofheat sheilds. just noticed why is my geforce set to 30000 shouldnt it be 30 or so like that?- 5,919 replies
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http://forum.kerbalspaceprogram.com/threads/33079-Addon-posting-rules-May-31-2013 read it ustill need a licence and source no matter. all mods posted need them or they lock the thread. just trying to help here not hurt u any. hmm dont like yellow much could u maybe add differnt color files to it. cause yellow dont go with my kerbalpaint black and red capsule
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Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
ok fixed it there was a entry in my custom .cfg to add chatter to the attana for some reason. once removed it it worked fine. -
note u need source and license. and can we get a ingame ss if its yellow i probaly wont get lol.
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Now-defunct-thread-that-should-not-appear-in-google-search.
sidfu replied to Cilph's topic in KSP1 Mod Releases
[LOG 10:45:13.501] ------------------- initializing flight mode... ------------------ [LOG 10:45:13.517] saving achievements (11 earned) [LOG 10:45:13.523] Loading ship from file: C:/Users/sidfu/Downloads/KSP_win/KSP_Data/../saves/default/Ships/VAB/Auto-Saved Ship.craft [LOG 10:45:13.602] TAC Life Support (LifeSupportModule) [FFF9651C][236.9971]: OnAwake [LOG 10:45:13.608] TAC Life Support (LifeSupportModule) [FFF9651C][236.9971]: OnLoad [WRN 10:45:13.611] Part mk1pod_4294559138 cannot load module #10. It only has 10 modules defined [WRN 10:45:13.647] Part longAntenna_4294544794 cannot load module #5. It only has 5 modules defined [WRN 10:45:13.678] Part RTLongAntenna2_4294535234 cannot load module #3. It only has 3 modules defined [LOG 10:45:13.683] Untitled Space Craft loaded! [LOG 10:45:18.954] TAC Life Support (LifeSupportModule) [FFF9651C][236.9971]: OnSave [LOG 10:45:18.960] putting ship to ground: 4.66247 [LOG 10:45:18.968] [untitled Space Craft]: Ready to Launch - waiting to start physics... [LOG 10:45:18.975] TAC Life Support (LifeSupportModule) [FFF9651C][236.9971]: OnSave [LOG 10:45:18.983] Crewmember Jebediah Kerman assigned to Command Pod Mk1, seat # 0 (crew seat index: 0) [LOG 10:45:18.986] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 10:45:18.991] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 10:45:18.996] Reference Frame: Rotating [LOG 10:45:19.028] stage manager resuming... [LOG 10:45:19.033] Vessel assembly complete! [LOG 10:45:19.035] stage manager starting... [LOG 10:45:19.037] all systems started normal game launch from ksp log and the next is from nothing but rt2 installed [LOG 10:34:05.470] ------------------- initializing flight mode... ------------------ [LOG 10:34:05.475] Loading ship from file: C:/Users/sidfu/Downloads/ksp-win-0-22-0/KSP_win/KSP_Data/../saves/default/Ships/VAB/Auto-Saved Ship.craft [LOG 10:34:05.541] Untitled Space Craft loaded! [LOG 10:34:10.925] putting ship to ground: 4.66247 [LOG 10:34:10.935] [untitled Space Craft]: Ready to Launch - waiting to start physics... [LOG 10:34:10.948] Crewmember Jebediah Kerman assigned to Command Pod Mk1, seat # 0 (crew seat index: 0) [LOG 10:34:10.952] [FLIGHT GLOBALS]: Switching To Vessel Untitled Space Craft ---------------------- [LOG 10:34:10.956] setting new dominant body: Kerbin FlightGlobals.mainBody: Kerbin [LOG 10:34:10.961] Reference Frame: Rotating [LOG 10:34:10.985] stage manager resuming... [LOG 10:34:10.988] Vessel assembly complete! [LOG 10:34:10.990] stage manager starting... [LOG 10:34:10.993] all systems started [LOG 10:34:14.973] [PlanetariumCamera]: Focus: Untitled Space Craft [LOG 10:34:15.218] Flight State Captured [LOG 10:34:15.220] Saving Achievements Tree... [LOG 10:34:15.235] Game State Saved as persistent [LOG 10:34:16.245] [untitled Space Craft]: ground contact! - error: 0.141m [LOG 10:34:16.248] Unpacking Untitled Space Craft think this is what is messing up its animation. also it stays locked thewhole time is whats the problem. thats why it wont extend. i tried it on a no mods installed ksp and worked fine. notice the 3 errors dont know where they coming from. if u want whole log i can send it to u. -
[1.12.*] Deadly Reentry v7.9.0 The Barbie Edition, Aug 5th, 2021
sidfu replied to Starwaster's topic in KSP1 Mod Releases
which sheild is it thats doing it maybe its getting wrong value or something?- 5,919 replies
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sidfu replied to Cilph's topic in KSP1 Mod Releases
the animation dont work period even sitting on the launch pad for the antanna. ill check its .cfg file cause recently had to replace some corrpted files for ksp maybe it got changed thou. MODULE { name = ModuleAnimateGeneric animationName = antenna isOneShot = false startEventGUIName = Extend endEventGUIName = Retract actionGUIName = Toggle Antenna } its stillo has its animation module in .cfg so dont know why it dont extend. also forgot to mention no idea why but i onlooy have the activate button.