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Everything posted by funnelton
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[1.12.x] Near Future Technologies (September 6)
funnelton replied to Nertea's topic in KSP1 Mod Releases
So can you disable / tone down the shininess or not? -
[1.12.x] Near Future Technologies (September 6)
funnelton replied to Nertea's topic in KSP1 Mod Releases
Yeah im aware what it means, im still curious how broken it looks without them (also the whole tone down the shinyness thing) -
[1.12.x] Near Future Technologies (September 6)
funnelton replied to Nertea's topic in KSP1 Mod Releases
So what do the new textures look like without resurfaced installed? can you tone down/ disable the reflectivity of the parts? -
[1.12.x] Near Future Technologies (September 6)
funnelton replied to Nertea's topic in KSP1 Mod Releases
Now that you mention it, what does it look like with old parts who dont use Resurfaced? -
[1.12.x] Near Future Technologies (September 6)
funnelton replied to Nertea's topic in KSP1 Mod Releases
SHINY -
[1.12.x] Near Future Technologies (September 6)
funnelton replied to Nertea's topic in KSP1 Mod Releases
I think they're talking about Resurfaced, maybe, I dunno -
Well's ''Luciole'' mod has very tiny probe cores, antenna, fuel tanks and solar arrays that are perfect for cubesats!
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[1.12.x] Near Future Technologies (September 6)
funnelton replied to Nertea's topic in KSP1 Mod Releases
I wonder what the new project is! -
[1.12.x] Near Future Technologies (September 6)
funnelton replied to Nertea's topic in KSP1 Mod Releases
Ohhh! Maybe beefed up new Shepard with monoprop tanks and a spot to place an engine in the middle? (same spot where the abort system is located IRL) Heck, it could be passed off as a bigger version of the Proteus! Thinking about it, you could then make a custom monoprop engine with like, a heatshield flap on it, could be useful with other builds! Still, im hoping its 2 new biconic capsules cause those are fun :] -
[1.12.x] Near Future Technologies (September 6)
funnelton replied to Nertea's topic in KSP1 Mod Releases
Agreed. Everybody else has moved on and are instead looking forward to the new parts. -
[1.12.5] Dan's Science Overhaul (0.1.2) - 27.07.2024
funnelton replied to dandoesstuff's topic in KSP1 Mod Releases
Uh hi, i got some questions about these changes Science Lab being repurposed, to only increase transmit values and not increasing science values/Science Labs are now for transmitting the full amount of science you would get on recovery So should the experiments be on the same vessel as the science lab or does it now work as like a relay? Is that based on crewed recovery or ''automated'' recovery? Biome hopping is removed. There are biomes but surface samples or crew reports will not give you any more science. So is biome hopping removed purely because crew reports and surface samples dont do anything anymore? Or did you do something to the other biome based experiments? -
thanks!
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Hey this mod looks like something ive needed for a while, though, is there any chance to get a 2 seat version, maybe?
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[1.12.5] Supplementary Electric Engines
funnelton replied to triple cheeseburger's topic in KSP1 Mod Releases
ohhhhh theyre beautiful.... -
[1.12.x] Parallax - PBR Terrain and Surface Objects [2.0.8]
funnelton replied to Gameslinx's topic in KSP1 Mod Releases
Howdy, i have a question, how does one change the terrain texture colour? I want to change Duna's for personal use.- 3,167 replies
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[1.9.x - 1.12.x] Precursors v1.8.0 -- NEW YEARS UPDATE
funnelton replied to wpetula's topic in KSP1 Mod Releases
Howdy, is Precursors gonna have a 2.5 rescale option in the near future? I wanna personally up the challenge I tried using a config from ''Rescale!'' to see what would happen but alas, after a couple of years the hurricane cloud layers on Echo were completely separated from each other- 469 replies
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[1.9.x - 1.12.x] Precursors v1.8.0 -- NEW YEARS UPDATE
funnelton replied to wpetula's topic in KSP1 Mod Releases
thanks!- 469 replies
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- precursors
- planet
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(and 2 more)
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