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SSGFouts31

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Everything posted by SSGFouts31

  1. Are all the ground stations connected together? Or would you still need to create a satellite network to maintain constant comms?
  2. Yemo, please tell me you have not given up on this great mod!
  3. 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.
  4. 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?
  5. 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.
  6. I seem to be having issues in Dx11 still even with the latest update. When in Dx11 there is strange black line distortions, only over the water though.
  7. 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.
  8. 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.
  9. 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?
  10. Thanks for the tips, I will try those options as soon as I get a chance.
  11. 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?
  12. 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.
  13. 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.
  14. A few pages back I posted a question about the KSPRC config linked on the OP. I attempted to apply this patch to OPM but did not get any clouds to appear on the OPM planets. Has anyone tried using this config with KSPRC and OPM? I prefer KSPRC to AVP and would love to see this working.
  15. Awesome mod first off. However, I loaded this up today with the KSPRC compatibility patch but there are no clouds showing on any of the OPM planets that should have clouds. Is there any additional changes that need to be made in order to get this to work with KSPRC?
  16. Yesss!!! I have been waiting for Stock Part Revamp support. Yemo, this is a fantastic mod, you have done some outstanding work!
  17. So were you able to replicate the same problem? I only ask because I am trying to troubleshoot it as well.
  18. If it helps, the only mods I have installed outside your recommended ones are vens stock revamp, mks, and mcm.
  19. Is the HECS probrcore, the first one supposed to have the ability to do retro/prograde hold? When I do the first 18000 alt contract with high altitude probe, it has stability assist only. For the reach space contract with the seti space probe craft it has has all the assist functions available. Before .80 it did not do that. Is something messed up or is that the intent?
  20. Maybe this has been asked before, but are the Remotetech and SCANsat contract packs compatible with this mod. So far I am really enjoying this mod, but I really like the idea of contracts that pay to set up the satelite network that you need with Remotetech.
  21. OK, so if I apply the TRReflection module to a part, without specifying a mesh, will it then give a list of the meshes?
  22. A couple posts back I asked about how to figure out what meshes names are on individual parts in order to add reflections. I was told to enable the reflective logs which I did, but I don't see anywhere in the logs that would indicate a list of meshes for a part. Could someone offer an example? Or another way of identifying part meshes. I would like to add reflections to the cupola part for instance.
  23. Originally I thought that maybe you should make it a 2 man pod. But now that I think of it there is already a descent 2 man Gemini like pod available. As your capsule is a little more present day technology looking, maybe a 4 man Orion style capsule would be better. Either way you have done a excellent job with the artwork on this mod.
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