Jump to content

cwhiz

Members
  • Posts

    65
  • Joined

  • Last visited

Everything posted by cwhiz

  1. Well OP looks like you are in luck: https://twitter.com/Maxmaps/status/545828348866613248
  2. Awesome. Can't wait. SQUAD you guys have really stepped up your game.
  3. I think its worth as much as if not more than console games usually priced around $60. I would pay up to $60 for this game I kid you not.
  4. I think they said that the big secret they are working on won't be in .25
  5. I mean, if there is already a fairly easy way of manipulating a career save file to meet the desires of the OP and others then I don't think it should be something SQUAD worries about implementing in stock themselves.
  6. Yes, those turbofans that are in Karbonite are an absolute blast to use and I would explode with pleasure if something similar were added to stock.
  7. Yea, that's my biggest complaint. My hope is that whatever big feature SQUAD is working on will address this very issue. The planets need more reasons to stay for longer.
  8. It is confirmed by Maxmaps that Multiplayer is being actively worked on: http://www.reddit.com/r/KerbalSpaceProgram/comments/2e188u/devnote_tuesdays_the_cant_spell_kerbal_without_k/cjv4l9w However, multiplayer is NOT what Rowdowser was referring to in the devnotes when he mentioned them undertaking a very large endeavor. I wonder what it could be then?
  9. cwhiz

    Which one?

    Reading this thread has got me all excited y'all. I need to calm down a bit. SP+ would be awesome.
  10. Yea, I was a it surprised that there weren't any contracts involving asteroids in .24.
  11. cwhiz

    Which one?

    Just finished reading the link and Maxmaps' comments. I am back on the #HypeTrain. Looking forward to tomorrow's DevNotes (if they even reveal anything further about this). *fingers crossed*
  12. cwhiz

    Which one?

    Karbonite or MKS/OKS or TAC-LS. I'm hoping one of those.
  13. I absolutely love the parts and their animations for this mod. That's what first got me interested in this.
  14. -____________________- In all serious it should be fine.
  15. The thing is, as someone else mentioned, most people besides yourself and maybe a few others won't really care about such a bug since the end result is that you die whether it be to due to reentry or impact with the surface. I think the fact that you die at such speeds is realistic enough. In the end, this is an argument for more realism where most don't deem such realism as necessary. Therefore, you probably won't get many responses that attempt to address this bug since most won't care.
  16. This might have been mentioned but this mod doesn't work well with warpunlocker because it doesn't account for the different timesteps warpunlocker uses and so it uses the stock timesteps which means that all resources deplete slower than they should for each timewarp speed. This seems like it would be simple to get working. I'm new to mods is there any file I can modify to get TAC to calculate accurately when using warpunlocker?
  17. LOL dude you need to try slowing down a bit then. Just turn around and decelerate before reaching the atmo. I imagine you are one of a very few number of people playing KSP who has this problem.
  18. Haven't been to the Jool system, Eeloo, or Ike.
  19. Wrong download. I agree its a little confusing and I initially downloaded from there as well. Anyway, here is the correct link to PF:CE and it should have the .dll: https://onedrive.live.com/?cid=0f53357fdb0ba9a2&id=F53357FDB0BA9A2!1773&ithint=file,.zip&authkey=!AI3GbgjU1ZBcLz4
×
×
  • Create New...