Jump to content

Cybersneeze

Members
  • Posts

    18
  • Joined

  • Last visited

Reputation

0 Neutral

Profile Information

  • About me
    Bottle Rocketeer
  1. Wait, are you implying that this mod still works in 0.90? I was lead to believe the elevation from alpha-ish to beta would really distort its function...
  2. Don't suppose theirs a 0.25 version of this? Getting my new build next week, and was gonna use the KSPRC to stress test...
  3. Anyone know if you can have more than 2 teams now? Me and a group of friends were gonna take a shot at getting this working on a DMP server, and it would be pretty sweet if we could have a mass scale free-for-all dogfight at the end. Just asking
  4. If my understanding is correct, your velocity through space-time does not change, and the drive simply manipulates a bubble of space-time to form a wave, which you can ride on at FTL speeds; as, theoretically, space-time is not bound by relativity. As a result, when the bubble collapses, after you deactivate the drive, you maintain the same velocity through space-time as when you started; in its most basic form, its the futurama reference again: "The engines don't move the ship at all. The ship stays where it is and the engines move the universe around it"
  5. sorry, typo'd that in haste, changed now so their is a unique, significantly higher, multiplier for landing, and re-orbiting, on eve.
  6. Yes you can acquire multiple bonuses, but collaboratively, not atop each other; so the sum of the multipliers is what is actually multiplied then calculated, rather than many multiplications.
  7. Hi guys, cyber here This is my new account after I... kinda lost the old one... [cough]... but regardless; challenge "Kerbal kind has forever looked to the stars with eyes of wonder; and now, in a age were munar expeditions are as simple, (though with a far higher mortality rate), than going to the corner store, all of kerbal kind now hopes that, they too, will one day see the stars, and the red, purple and green dots in their night skies, up close. Many are willing to pay, and you have been tasked with getting them their; many want to bring their families along, though kerbals have enormous families (ever notice how every kerbal-naut you command share a last name... yeah...), and are only willing to pay once; so you have to get them to their destination, or at-least as many as you can... in a single launch!" - Your mission is to get as many kerbals as you can, to as far away a destination as you can, in a single launch Rules: - To qualify, you must bring at-least 10 kerbals on your expedition; returns grant a point multiplier of 1.5X, but are not necessary to qualify - The basic rule of the internet, "pictures or it didn't happen", applies here: screen caps of VAB, (or SPH...), launch, kerbin orbit, and of final destination are necessary to qualify; preferably with annotation. - You must list the mods in your build in your entry, making sure your not using any outlawed mods, so you can be put on the correct leader board, (e.g. Base game, resource regeneration, life support users, RR+LS, and interstellar - albercurre drive should be reasonable explanation) [these are likely to change as more mods are drawn to my vision as this challenge continues] - Your ship must have a cool, original name - kerbal kids aren't gonna be as optimistic towards the idea of being sat in the Space-ship 1. for two years, as they would be the "Kraken rider, awesome sauce, nine-billion" - You are allowed a large amount of freedom with your "destination"; asteroid hotels, sun-bathing holidays on Moho, and surf resorts on Laythe are all good ideas. Scoring system: - Every kerbal that left and reached their destination, but didn't return : 10 points - Every kerbal that left, reached their destination, and returned : 15 points - Bonus 5 points for every 10 kerbals sent and reached their destination, (not including 10 that are necessary to enter) - Every death prior to destination : -5 - Creativity bonus : however much I can justify Destination multipliers: - Kerbin orbit : 1x - Munar orbit : 1.01x - Minmus orbit : 1.015x - Munar landing : 1.2x - Minmus landing : 1.25x - Solar orbit (no asteroids) : 1.0005x - Solar orbit (asteroid) : 1.5x - Duna / eve orbit : 1.4x - Duna / eve landing : 1.45x - Eve landing, and re-orbit and return : 3.5x (on account of difficulty) - Ike / gilly orbit : 1.41x - Ike landing : 1.49x - Gilly landing : 1.5x (its a cool place) - Moho / Dres orbit : 1.48x - Moho / Dres landing : 1.55x - Jool orbit : 1.5x - Jool landing : 25,000x (how did you manage this???) - Orbit around any Jool moon : 1.55x - Landing on any joolian moon (other than laythe and tylo) : 1.6x - landing on laythe : 1.65x - landing on tylo : 1.95x - Orbit around eeloo : 1.7x - Landing on eeloo : 2.0x - Escaping kerbol : 1.6x Leaderboards: Base game: 1. 2. 3, 4. 5. [honourable mention]: Resource regeneration: 1. 2. 3, 4. 5. [honourable mention]: Life-support: [2x points if they all survived and retuned to Kerbin, 1.2x points if there was a survivor] 1. 2. 3, 4. 5. [honourable mention]: RR+LS : [same multipliers as LS, but 1.5x for all survivors, and 1.1x for a survivor if you can regenerate LS resource] 1. 2. 3, 4. 5. [honourable mention]: Interstellar: [same as base, unless warp drive was used, in which case location multiplers are divided by 10, (e.g. kerbin orbit: 0.1x, munar orbit : 0.101x etc) as to better balance] - [this will likely also affect other mods that feel kinda "cheat-ey", that aren't out-right cheating] 1. 2. 3, 4. 5. [honourable mention]: {Cool banner pending - entries welcome and praised }
  8. Honestly, i'm using a heavily modded build, and just use the sensors package from B9... Nobody seems to know how Scott did it from the week or so I spent looking; be cool if someone packaged it as a config with the base mod
  9. Anyone know if the IR telescope generates stock science now? I remember it not working back in KSPI 0.11, and I haven't bothered taking it on any of my missions since then; I hear the science-lab works now, which is why I'm planning on launching it as the core piece of my SS, and just wanted to know if theres a point launching a IR telescope with it.
  10. Sorry, this is probably idiocy as I have only skim-read the comments; but would it be possible for this mod to establish a fully functional, muti-mod, tree. I'm currently using a ksp build running KAS, interstellar, B9, KW-Rocketry, and a large number of other mods, like DR and TAC-LS. Will this mod break this build? I don't really care about my save, I was stuck using the KSPI hot patch, that adds all the parts to stock TT nodes, so had anti-matter within about 5 missions. If anyone could just get me up to speed on how this mod works in comparison to tree-loader, and its effect on my build, if it will break it entirely, have no serious negative consequence, or just a break a small number of mods. Thxs for any input
  11. How do you use this; I assume you implement it onto a text document, but where should it be implanted? Also, would it be possible for someone to update me upon any fixes or hot patchs that have come out over the past week; I've been forced to use the hot patch for implementing interstellar parts into the vanilla tree on my main build while I've been away, and would really appreciate if I was able to start a proper save again; rather than being able to get anti-matter reactors after 4 or 5 missions (depending on if you count a kerbal wandering around the space-center a mission )
  12. Anyone got a decent fix for the tree loader bug yet... its killing the game for me at the moment; having done so much on a save, to be told I can't get all the parts is really frustrating...
  13. I can only guess that this has been reported all ready, but I am unable to access any technologies on the tech tree beyond experimental; or more accurately, the node in which you unlock the ai core. Is their currently a fix for this, or is this something I will have to cope with for the foreseeable future. Any information is greatly received.
×
×
  • Create New...