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KSP2 Release Notes
Everything posted by sidfu
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if u snaping chutes off then take and strut them. also dont deploy your chute as soon as the reentry heat dies look at speed. faster u going the more g's deploying chute will cause. i never have my chute snape off now(mostly it blows due to g's due to hitting space or bad staging). for entering try to sop your reentry line at about 5-10k feet before it enters the planet is what i do.
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[0.22] GPWS for Jets/Planes v1.2 Hear yourself land! or crash!
sidfu replied to Cryphonus's topic in KSP1 Mod Releases
tbh i would rather have MOAR landing gear instead of this. with modular wheels broken we have little to nothing for landing gears that work now -
ksp will use up to 3.7gig of ram before crash. so the 3gb switch is useless for ksp. if u crashing due to memory remove the parts of mods u dont use. when u start u need the game to be in the 2-2.3gig area use area after u loaded in. btw forgot to mention i already checked the .exe for ksp and it already set to use more than 2gig of ram.
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List of working mods working/not working for 0.21.1
sidfu replied to sidfu's topic in KSP1 Mods Discussions
i have it installed but havent used it yet. could be another mod messignwith it -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
im just hopeign there more animated stuff. only 1 of the dishes was animated and tracked its target -
List of working mods working/not working for 0.21.1
sidfu replied to sidfu's topic in KSP1 Mods Discussions
nope i had np with it i even used one of the b9 stock and worked fine -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
for me anytime i add anything with remotetech the new sas stops working. even adding the new sas function to the remote tech parts and it still dont work unless the .21.1 changed that -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
mechjeb been updated it use the new sas or the old sas. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
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List of working mods working/not working for 0.21.1
sidfu replied to sidfu's topic in KSP1 Mods Discussions
hmm no its working for me u sure that its not a .dll mod messing with it. all parts mods that dont have a .dll part should work fine -
[Part] Advanced SRB [WIP v0.7] by Kerbal Science Foundation
sidfu replied to kujuman's topic in KSP1 Mod Releases
ive had not problems iwth it -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
me what i do is have 2 dishes on a sat aroound kerbin 1 dish points to MC the other to kerbil. that way long as your sat has a clear veiw opf kerbil with a sat on the side its facing then u have a connection. what i do since i alsouse gps is i put a sat up every 15 degrees around the planet. also the sats are launched 1 hour apart(once the sat has been up a hour launch next one.) -
the ablative level is with your fuel. after a fe4w times u get the angle down and wont have to worry about that. long as u dont come in to shallow or too steep u be fine. there is no onscreen desply for this game. any part thats starting to get damaged by geforce or temp u can hear like a burning noise. usualywhat i do is stop my reetnry line at about 5-10k area tht keeps it from being to steep or shallow. when entering line up with your apo if u coming in good it be no higher than 30 any hihger on the nav ball u can burn all your ablative off.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
sigh now kethane is broken and was gonna make some minng operations while i waited. got the way i dont play ksp without remotetech, ironcross support, kethane and deadly reentry working -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
ahh wish i knew how when u guys update the mod how its gonna break old sats. this is one of the few mods i dont play without and hate to play knowing all my sats will die. -
List of working mods working/not working for 0.21.1
sidfu replied to sidfu's topic in KSP1 Mods Discussions
i only go by what people say i dont use every mod here -
sounds like geforce to me. dont depoly your chute if u going to fast. the mod not perfect and sometimes lists gefoce damage as heat.also mod chutes tend to not works so well with DE. try ent4ering again but stare at your gefoce gauge. anything over half way will rip off your chute. also try strutting it to the side one on top and bottom of the chute should help stop it ripping off.
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[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
nope it hasnt. dont forget alot an cause issues even updateing video drvers can cause games not to run well. for example the nvida drivers drop my fps in skyrim from 50 to 5 so had to roll back. the game was updated recently so a out dated mod even if working could cause problems. -
Kethane Pack 0.9.2 - New cinematic trailer! - 1.0 compatibility update
sidfu replied to Majiir's topic in KSP1 Mod Releases
both have been updated for .21. the bug hit me last night also. it seems to be a issue when u load the map screen up. one thing i noticed what the map did is its expanding and contracting around the craft with the kerthane dish. i could bearly see it but on the first instance the map bugged but the map sphere turned clear and moved to center on the kerthan sat and shrunk then expanded way outside the map. -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
ive heard about no major update in a week. even if there is it wont be a major save break one like this current patch. the probllem with remote tech is that its overriding the new sas signals. dont kno what could fix it. even adding the stuff to the .cfg dont help -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
can still be used but u cant use the new sas feature -
[0.20] RemoteTech: Relay Network – V 0.5.0.1
sidfu replied to JDP's topic in KSP1 Mod Releases
the problem lies in when u have a command/remote control part on it will disable even the updated stock part new asas -
List of working mods working/not working for 0.21.1
sidfu replied to sidfu's topic in KSP1 Mods Discussions
if u using the newest deadly reentry its not just reentry its also geforce. pull to many g's and your ship will start breaking up.