SSGFouts31
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Rocketeer
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SSGFouts31 replied to Yemo's topic in KSP1 Mod Releases
Are all the ground stations connected together? Or would you still need to create a satellite network to maintain constant comms?- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SSGFouts31 replied to Yemo's topic in KSP1 Mod Releases
Yemo, please tell me you have not given up on this great mod!- 2,515 replies
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[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
SSGFouts31 replied to Felger's topic in KSP1 Mod Releases
Felger, Thanks for the response. I won't be able to check on the issue I asked about until tomorrow. Glad to hear pp's srb is in the works. I really like the sound effects too. Much more visceral. I should note that I have hot rockets and a ton of other mods installed as well. -
[1.0.4] - RealPlume - Stock Configs v0.8.1 - 2015/281
SSGFouts31 replied to Felger's topic in KSP1 Mod Releases
Hey, I really enjoy this mod. One question though. Is it possible to remove, and or make the smoke or contrail effect dissipate as the vehicle gains altitude, and vanish as it leaves the atmosphere? I used this mod the other day and launched a kerbal x. There was still a trail of smoke behind the mainsail engine at 100k altitude. Also, has anyone started a config for procedural parts solid rocket boosters? -
What mod is that rover from?
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SSGFouts31 replied to Yemo's topic in KSP1 Mod Releases
Hey Yemo, Have you considered making an updated pruner file for all the mods you have balanced for CTT? Also, not sure if it is a bug, but there seems to be a conflict with the built in omni antenna, and the emissive effect for manned pod windows. Essentially the lights are always on, unless you deactivate them with the deactivate menu button, which also turns off the omni antenna as well.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SSGFouts31 replied to Yemo's topic in KSP1 Mod Releases
Earlier you mentioned the 2 kerbal pod not updates for 1.04. That is the K2 two man pod. The Corvus pod works fine and is in my opinion a better more fully realized mod anyway.- 2,515 replies
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HotRockets! Particle FX Replacement + Tutorial
SSGFouts31 replied to Nazari1382's topic in KSP1 Mod Development
I had the same issue today. -
[1.3.x] SETI, Unmanned before Manned [Patreon]
SSGFouts31 replied to Yemo's topic in KSP1 Mod Releases
Cool, thanks for the reply. I eagerly look forward to the return of the Balance Mod. I find that I really don't enjoy the game much without it.- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SSGFouts31 replied to Yemo's topic in KSP1 Mod Releases
Yemo, Outstanding work on this mod! I have been playing/following SETI from the start. Out of curiosity, do you have any plans to flesh out the rest of the contracts below the red line? And if not can you recommend a contract mod that would fulfill some lategame mechanics and not interfere with SETI contract progression?- 2,515 replies
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SSGFouts31 replied to Yemo's topic in KSP1 Mod Releases
Thanks for the tips, I will try those options as soon as I get a chance.- 2,515 replies
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Hey, a few posts back I asked about how to adjust the lighting, I really like how dark space is in KSPRC, and I was wondering how that effect is achieved?
- 3,403 replies
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- renaissance compilation
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SSGFouts31 replied to Yemo's topic in KSP1 Mod Releases
Hey everyone. Is there a way to reset, or bring back a contract that was accepted and then deleted? I deleted my unmanned powered landing contract becausr it seemed to be bugged.- 2,515 replies
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Proof, I really enjoy your mod. Out of curiosity, how do you edit the level of lighting in the game? Your mod makes it dark as it should be in space on darksides of planets, but does not decease the intensity of the light. I like that feature and would like to try it with another visual mod.
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- renaissance compilation
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