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0111narwhalz

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Everything posted by 0111narwhalz

  1. NOTICE: I'm rewriting Kerbal Future in its entirety. You can find the old version here. Thank you, 0111narwhalz
  2. InfiniteDice's ICE one seems good. Don't know about compatibility w/ 1.0, though. Linky: forum.kerbalspaceprogram.com/threads/61717
  3. So, I have discovered an oddity. If you laser a heatshield, it will consume the Ablatant at a constant rate, until the shield runs out and explodes. The rate is incredibly high, however, and the trigger control to recreate this behavior escapes me. Rate is greater than 20k/s for the shortest laser burst I could manage. The guns do not mimic this behavior.
  4. If ever you run out of ideas, how about a simple, "bolt-on" leg? Kind of like BahamutoD's CritterCrawlers, except only one leg. Chances are, you could simply make a wheel with the appropriate animation. That'd be good enough for me, at least. Seperately, how about changing the sound on that blasted generator? It's way too loud; I wanna hear the repulsors.
  5. You lot ever get the one when the ragdoll sticks that way? You end up running about like a fool, with your limbs stretched and kinked. Jump, and it gets worse​. Glorious.
  6. How about a stylized Jool, with a yellow sunburst over the upper-right quadrant? On a black and/or white field. Should be fairly simple.
  7. DL link? I would like to take this thing for a spin myself.
  8. Thanks. The idea was to have a glue-on sort of leg. I imagine it would work like a wheel, but have the appearance and hitbox of a leg. I am aware of IR's capabilites, but I've had some...interesting...experiences with phantom forces and my own incompetence, not to mention the difficulty of controlling it without scripts.
  9. I've been wanting to see this for a while. Legs in KSP. Now, we've seen BahamutoD's CritterCrawler, but that doesn't work too well for large things. So, more to the point, who should I ask? BD for his experience, or lo-fi for his existing ground transport mod?
  10. NOTICE: I'm rewriting Kerbal Future in its entirety. You can find the old version here. Thank you, 0111narwhalz
  11. NOTICE: I'm rewriting Kerbal Future in its entirety. You can find the old version here. Thank you, 0111narwhalz
  12. Errr... I can't see what happened. Evidently I don't have the priveleges necessary. Anyway, I hope it's the latter.
  13. I knew nothing good could come of having one's office next tom Impact. I can see tht wearing one's nerves down quick. "ZZZTHUD!" *unintelligible speech* "ZZZTHUD!" And so on ad nauseam.
  14. So this is what you've been up to. So much for the playthrough we were promised. Ah well, this is good too.
  15. NOTICE: I'm rewriting Kerbal Future in its entirety. You can find the old version here. Thank you, 0111narwhalz
  16. If/when this drive is explained and put into space, I hypothesize a stray Kraken will drift by and casually nab it. No, but seriously. This sounds like a kraken drive from an initial explnation. After closer explantion, it still looks like a damn kraken drive. Now, I've dabbled in physics just enough to look like I know what I'm talking about (but not much more), and this EM drive is vaguely terrifying in its implications. Either there's instrument error or other artifacts, or there's something to this. Also, was it this thred with the scifi-predicting future tech? Anyway, Verne was quite successful, especially for a non-scientist. Moon expeditions, rigid, powered submarines, heavier-than-air flight, etc.
  17. Kerbal Future is a multithreaded tale which takes place post-FTL. So far, I have two arcs: Wehrcan, a gunner on a cruiser in the Second War, and Edrim, a spacer businessman. These two arcs take place about 1200 years apart. The idea is to unite all the little doodads floating about in my mind into a (hopefully) cohesive story. I'm writing this by the seat of my pants, so if it takes unexpected turns, then that's probably why. Worldbuilding notes found here! NOTICE: I'm rewriting Kerbal Future in its entirety. You can find the old version here, or its reincarnation above. Thank you, 0111narwhalz
  18. Many, many mods were made obselete that day. This means I need far fewer mods, and therefore my away-from-home "darn close to stock" build will more closely mirror my "crazy ....... kill-your-RAM" build. Thanks, Squad! Seriously though, 1.0 will be GLORIOUS. I'm hoping for the day Unity 64-bit Windows is stable and flexible enough for KSP. Regarding the editor checker: I would like to agree with several of the above in stating that, while most of the report should be in realtime, the fuel flow should be player-activated. Perhaps even a gizmo for it? Click on a consumer and highlight all the providers involved? That might prove useful. Again, Squad is doing an excellent job on the update. Although I acknowlege the milestone, I feel like I'll go on almost without noticing the version number. To me, it'll still just be 0.27, and I'll still end up treating it like an unfinished product. I know, I know, it's release-ready. But old habits die hard, and after playing an alpha for nearly two years, there's only so much a couple of numbers can do. To all a good day, and to all a good 1.0. (Psst...Squad, you might wanna rent a bit more bandwidth for release day. I remember one of the releases throwing non-connection errors.)
  19. o7 You shall be remembered in the hearts of thousands, brave kerbonaut.
  20. Similar issue with the "Asteroid Lice." I observed the Alt-F2 window spawning asteroids continuously, each one accompanied by a NullReferenceException. The savegame grew from the appropriate 200-odd KB to nearly 5 MB. This resulted in unplayable framerates, and the savegame editing almost killed Notepad every time I attempted to delete something. Interestingly enough, it only seemed to start when I launched my second craft of the savegame, during the burn to go to Minmus. Anyway, here's an image of the savegame sizes. Persistence is before removing the innumerable things, Quicksave is after.
  21. Ha ha! I have foiled you! I had finals already! Nanner nanner.
  22. I suspect that the errors are due to the server becoming too stressed. Throwing the same error with the whole invalid session id. Tried Windows, Win64, and the launchers for the same. Also tried the Mac and Linux versions, and launchers. The 0.24.2 stuff worked just fine, but no 0.25 stuff did. All came back with the same error screen. Using Google Chrome 37.0.2062.124 m Windows 7 64-bit Using Internet Explorer 11.0.9 Windows 7 64-bit Trying patcher now. EDIT: Patcher seems to be working, if you don't have it already, just download 0.24.2 and run "Patcher.exe".
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