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Posts posted by GreatGreengGoo
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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.
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Love this mod with OPT parts. Those two mods have replaced B9 for me. Cant wait for this to be fully updated. No rush though. Just wanted to say I love this mod.
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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. -
This mod has changed my life.....like seriously.
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36 minutes ago, jdub3350 said:
Those folders are included due to some forum rule about including source code. The only thing that needs to be installed is what in the gamedata folder.
Ah gotcha. Thought there might be more goodies
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I tried to do a thread search but to no avail.
Can any one help me with the extra's in the SSTU Master folder? The custom Shaders and Plugin folder? I think I understand the "Optional Patches" and where to put those but not much of the others. Also the SSTU Tools. Are those for modders only? -
"Some" of the parts work with 1.3 but you would have to relatively gut the mod.
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118 to be exact
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Wooooot! Linixgurugamer your the man or girl. Doesn't matter your awesome. Thanks for the time and effort you put into your mods. I pretty much run almost all the mods you have made
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Nertea take your time. We have 1.2.2 still. Your one of the best modders out there. We appreciate the work you do, no rush man. Enjoy what you do and know we enjoy it too
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This is by far the most beautiful lander. Updating to 1.3 now. I know its for 1.2.2 but still want to try see if it works. I love it that much.
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I guess Im just a sucker for silly Kerbal names. Like "Small Foot" "Big Food" "Glows in the Dark 5000" things like that
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3 hours ago, Space Kadet said:
Basically rip out wverything you have left a comment on, and install opt if you want to play with fun spaceplanes...
3
Oh WOW OPT is like an actually updated B9 Aerospace
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Awesome work. Glad to see engines getting some attention. One of the only, if not the only issue, I have with SSTU is the engines. Its so hard to remember them. None of them really stand out. Even a simple name change would probably help immensely.
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This is a very underrated mod. Very niche but necessary category that has been relatively unfilled. Long term Mk2/Mk3 Life support for Space Planes. Much needed in my opinion.
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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.
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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.
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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 -
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2 minutes ago, Nergal8617 said:
These two links are a great place to start for learning module manager.
https://github.com/sarbian/ModuleManager/wiki/Module-Manager-Handbook
Oh Jeez....gonna take some time here lol. Thank you
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Honestly I would love to learn. I use so many mods that I would love to make patches for them and give them to the authors if they so choose to add them in to distribute.
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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
WITH HITCHHICKER
As you can see the numbers are crazy different -
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. -
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.
The Name Change Thread (WARNING! ONE TIME ONLY!)
in Kerbal Network
Posted
Been needing to do this for a while.
I would like my name changed to GreatGreengGoo as it is my online name everywhere now.
I know this is a one time thing. Thank you again.