SSGFouts31
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Everything posted by SSGFouts31
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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?
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- renaissance compilation
- visual enhancements
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(and 1 more)
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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.
- 3,403 replies
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- renaissance compilation
- visual enhancements
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(and 1 more)
Tagged with:
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[1.3.x] SETI, Unmanned before Manned [Patreon]
SSGFouts31 replied to Yemo's topic in KSP1 Mod Releases
Yesss!!! I have been waiting for Stock Part Revamp support. Yemo, this is a fantastic mod, you have done some outstanding work!- 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
So were you able to replicate the same problem? I only ask because I am trying to troubleshoot it 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
If it helps, the only mods I have installed outside your recommended ones are vens stock revamp, mks, and mcm.- 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
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?- 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
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.- 2,515 replies
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OK, so if I apply the TRReflection module to a part, without specifying a mesh, will it then give a list of the meshes?
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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.
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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.