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GreatGreengGoo

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Posts posted by GreatGreengGoo

  1. I don't want to be one of those "Why wont it work, make it work!" guys. I know you have taken on a ton of depreciated mods and I am eternally thankful for the many you took on that I still use today. Science Alert is on my top 5 if not my number 1 mod for quality of life mods. I tried to use others but they either miss some experiments (maybe I'm doing something wrong) or just don't work the way I expect them too. Any way I just wanted to ask if 1.7 Science Alert is working as expected and its something wrong with me or is it in the works being fixed? Or maybe your waiting for the anticipated 1.8(?) texture revamp update? I can see the icon working, it stops warp on finding an experiment but the UI is no where to be found. Again thank you for your hard work.

  2. For so long I have been struggling with the do I want to play the game smooth at 40-60fps or do I want the game to look beautiful with sunset and sunrises. This pack has made that struggle obsolete. Thank you.

    For those having installation problems. I just downloaded EVE without the configs. Dragged and dropped. Downloaded this and dragged and dropped. Worked fine for me.

  3. 2 minutes ago, StickyScissors said:

    This mod just keeps getting better and better. Too bad the game itself is responding less and less to clicks in the VAB, flight, and menu's every. single. update. And my stupid PC keeps shutting itself off every couple hours ever since i got a new GPU >:I

     Also, a small note if this isn't already known, or isn't a problem that anyone else is experiencing, but when the game is loading up, the last thing to load, being "SC-C-CM-IVA", hangs for a couple minutes or so, noticeably longer than any parts have in the past. Usually the last part to load only hangs for a second before it's all over with.

     

    Cant say I have those problems. I have gotten the response issue thing but that was before I even installed SSTU. I have a feeling it has something to do with KIS. As for the hanging on the SC-C-CM-IVA. I dont get that.

  4. 6 hours ago, checkyostagin said:

    Is this mod balanced for the stock kerbol system?  There are engines that take Liquid Fuel and Oxidizer, and you have said that the lander cores are for stock, but the hypergolic fuels/engines seem to give much more deltav than stock LFO ships of the same size.  MrMeeb also used larger scaled planets in his trailer.  And even if it was meant for RSS, would it be too overpowered in stock?

    I am no expert on this mod pack but I agree slightly. The engines are pretty powerful. Especially those modular solid boosters. Those things are nuts. They are expensive though. 

  5. 4 hours ago, Sudragon said:

    SSTU has a USI-LS patch. Look in \SSTU\ModIntegration\USI-LS. You'll have to rummage for numbers.

     

     Yea the SSTU thread mentioned that. Thanks though. I was incredibly grateful. Still think it could use a bit more tweaking in terms of multipliers but thats just me. Just nice to have some bonus for using those massive parts.

    For any who use both those mods they are right here https://github.com/shadowmage45/SSTULabs/tree/master/GameData/SSTU/ModIntegration/USI-LS

  6. SSTU its a wonderful low part count modular mod that adds many different categories of parts but only a few for each type because they are modular. Specifically their HABs I want to use with MKS. MKS recognizes their size but gives them 0 multipliers. Even a 1 multiplier would be nice. 
    I dont know what I am talking about at all when I say this but what if USI Life Support mod put at least a 0.5 or 1 multiplier for any pod or container that can have a kerbal inside to improve compatibility for mods not recognized.

    WITH OUT HITCHHICKERS

    rSdZuQu.jpg

    WITH HITCHHICKER

    lnrwB3U.jpg

    As you can see the numbers are crazy different

  7. Thanks for the reply
    Also realized one of the problems I was using was station parts from other mods. The USI Life Support does recognize them for basic habitation but does not give the parts any multipliers. Like its funny. I have this GIANT station and it has a decent 1 year of HAB. I slap 1. Just 1 Hitchhickers on it and it triples its HAB. From a part thats only probably 2% of the size of the entire station lol....*sigh* I have to many mods. They dont play together.

  8. Quick question. What is the upper limit of Habitation? Years? Decades? Im now reaching the point where I am actually putting space station parts in space. Starting slapping tons of parts together to get an idea of the upper Hab limit. Half a dozen hitchhickers, inflatable habs. Filling them with cupolas and viewing ports but still only getting roughly a year of Habitation for like 4 Kerbals. Like the station I made was huge (in terms of living space) was wondering if I was doing something wrong.

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