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GreatGreengGoo

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Everything posted by GreatGreengGoo

  1. Quick question. So I use USI Life Support. I really like it. I have just now realized how "Habitation" works in the mod. Basically its not just supplies for them to eat and drink but also the "Room" they have to stretch. Basically you could have 2 years of supplies but if you dont have a big enough area the living space can be so cramped they could only have 10 days of "Habitation". They basically go "Crazy" in 10 days and stop accepting orders. My point is.... Is there any modification I can make to currently exsisting SSTU habs to give them "Habitation" Bonuses? Like a patch? I can use all the SSTU station habs. Have huge space for them to live in but USI doesnt recognize the habs and the overall "Habitation" is still like 10 days. I could go poke around USI habs. Find out where the "Habitation" stat is and copy, adjust it over but I feel like im gonna break the mod if I do that lol. Any suggestions? Or should I just switch back to TAC Life Support? Edit: NEVERMIND Im once again an idiot. Didnt configure the procedural hab right. Edit Edit: Going to try to get help or make one my self. Maybe a patch for USI Life Support and SSTU
  2. Jesus, is there anything SSTU doesn't have?! lol. I have only gotten up to teir 3 or 4 parts in Career mode so I havent had a chance to see everything yet. As for the Smart Stage issue. When I use SSTU parts it puts them all in the same staging sequence. Smart Stage is great because it will auto place things like parachutes/decouplers/seperatrons/and even asparagus's in the correct order. Sure you could arrange it manually but Smart Stage by passes that. Its not 100% perfect but it saves a ton of time. Its like Smart Stage just doesnt recognize the parts. Which is weird because I have used ALOT of mods and SSTU is the only one it has issues with.
  3. Yea I might to that. Just prune existing mods down. SpaceY Heavy Lifters only has one part that I absolutely love. Its a decoupler with built in seperatrons.
  4. One thing I am really sad about is SSTU is not compatible with Smart Stage or at least it appears to be
  5. I am having a very hard time trimming down my mods. Maybe some of you can help me. I wont put in required plugins, utility mods like MechJeb, Kerbal Engineer and flags and such but here is my mod list. Just Part mods. Total I have 104 mods including plugins and utility mods. Here are the mods I need help trimming. Things that SSTU already does. I want a career play through that is more SSTU focused. Airline Kuisine B9 Aerospace - I guess I need this if I ever want to make a real space plane Configurable Containers Cryogenic Engines - Never really used them but I like the idea DMagic Science Feline Rover Ground Construction Hangar All USI Stuff Kerbal Atomics Atomic Age - Been looking around to see how well this works with Kerbal Atomics but I know thats not here. Kerbal Foundries KW Rocketry - This one I am considering removing but I do so love their models Lithobrake Technologies - Havent really explored this mod yet. New addition Malemute Rover Mk2 Expansion Mk3 Expansion Modular Rocket System All Near Future Tech OctoSat Phoenix Industries SpaceY Heavy Lifters Stock Alike Mining Expansion SXT Continued - Beautiful parts but...I never really find a use for them Universal Storage Vens Stock Part Revamp - Technically not a part mod but still heavy resources
  6. Thank you for your reply. Funny thing. I actually just went in game to take a screen shot of my problem. I realized I didnt set up the tank properly. Before I was getting a Delta V of like 600. Now its a more appropriate 2500. Edit: I am honestly considering what mods are now completely redundant with this mod now. KW Rocketry? Pretty much all stock tanks now Cryo Engines. I like them but never found a real practical use for them. SpacY Heavy Lifters? Modular Rocket System? Na I think I will keep that. It has some really cool engines.
  7. This is an amazing mod. Seriously amazing. Im still trying to figure out all the procedual stuff. The one thing I cant seem to figure out is the Hydrogen engines. Kerbal Engineer always gives me very....underwhelming results with them. Vague question I know but am I doing something wrong?
  8. This is one of those mods I would hate to see die off. Long live Atomic Age!
  9. I use CKAN to much. Cant believe this amazing mod passed by my radar for so long. Time to add mod # 103 to the list...
  10. If scatterer is a must have mod for you either turn off Ocean Shaders at start up (which results in the crappy looking stock oceans), or downgrade back down to 1.2.2 (which is what I did).
  11. I come here and check for an update pretty much every day. I just wanted the author to know this mod, for me, is the most absolutely necessary mod for career play. I am not here to rush the author just to show my appreciation for the work put into it. I love your mod and look forward to seeing it again. I hope SQUAD might implement something like this in a tech node one day. Something that automates science experiments. Like an A.I. modual you can put on a ship. Anyway much love, much respect.
  12. This combined with the USI pack (MKS/OKS) is making KSP into something much bigger than its original scope and the scary thing is that it can totally work. Unofficial Expansion - Kerbal Space Program "Kolonize the solar system!"
  13. Wholly molly. This is something KSP desperately needed. A solid base to make stuff around. So much room for activities!
  14. For so long I have been wanting Interstellar to be made compatible with MKS/OKS and the community resource/tech tree.
  15. Im just going to stick with Roverdudes version. He puts a lot of passion into his mods. However I will say this, the textures in this version are pretty nice.
  16. Thank you so much for this. I just made my first space station and it has so many parts it was unplayable. I really hope SQUAD incorporates something similar in the final release. Like sub assemblies but, well...exactly what this does.
  17. Ok now THIS is going to make me buy a new video card and force me to try to run all my mods in 64 bit. This is an AMAZING texture overhaul. edit question: For the people running/testing this, what is your rig specs, how much FPS do you get on average, do you run this in 64 bit? and what are your in game settings?
  18. Totally off topic but what city and cloud textures are those in your screen shots? They are amazing!
  19. I love this. I also found FAR to difficult for me. While I appreciate the complexity and hard work put into the mod, I just couldnt get the hang of it. Its an awesome mod, its just not for me. Because I suck . This mod has been what I have been looking for. A reason to at least put nose cones your your stuff. Now if only fairings and cargo bays would work with this it would be perfect.
  20. That is a very odd problem. Cant say I have ran into that before or read about anything similar. Im no modder or able to look at code easily but if you post a log I am sure some one who has that experience would be able to look at it.
  21. I would like to bump this. Just a response like "Its normal, nothing to worry about" or something would be nice or if its a config file I need to edit.
  22. I am positive SQUAD is aware of this issue and it will be fixed soon. For now the only thing you can do is watch your RAM usage and when you get above 3 gigs just save and restart.
  23. Sorry... I wasent trying to being mean or anything just trying to be funny because I ran into similar problems with mechjeb on FAR. Obviously I didnt have the answer he was looking for but this is a forum and his post was going unanswered for days until I posted. At the least I figured it would bump him to the top...believe it or not I was trying to do something nice.
  24. Honestly thats to be expected. Mechjeb works off of the default game. Heck Mechjeb has troubles with FAR which just replaces how aerodynamics work. I couldnt imagine how Mechjeb would deal with everything being 10 times bigger with Real Solar System. The code would be like "Whats going on? I dont know where I am? I need an adult!"
  25. If they fix 64 bit when the game is out of Beta then...whats the problem? Should modders expect 64 bit to eventually be the better platform for their creations once its finished? While I understand their want to use 32 bit, they should expect 64 bit to be the one used when all is said and done. Shunting 64 bit is only going to cause more problems later on. Especially for them selves.
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