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Posts posted by Kerbal pancake
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20 hours ago, KrashKermin said:
@Cupcake... What mod did that camera tripod on the mun come from?
it is stock.
it's just antennae and a fuel cell
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On 2/3/2018 at 4:26 AM, shdwlrd said:
The collar could be a multiple pieces? That could be possible. The real question is how to they get their big heads into those helmets? I don't see any seams where they can split.
they shrink down and climb into the suit then grow
they require a bowl of water to regrow though
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On 2/5/2018 at 8:31 PM, Ty Tan Tu said:
It seems to me miltiplayer will be really hard becomes the the ability to accelerate time. Everyone would have to be playing the game at the same time rate. KSP is a bit unique in that regard. No one wants to play a real time mission to Duna. How would this even work? Maybe something like cooperation on a space station in a low Kerbal orbit played in real time might work.
How do other multiplayer games solve the time issues like this?
they just dont have timewarp
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...made out of dirt
The building is a VAB...
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vanamode
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1 hour ago, TheMadKraken2297 said:
I steal the cookie.
Mineminemine minemine!
I grab the cookie from you and dissapear into the breadlines
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will the mission builder be integrated with contracts? will there be contracts that have specific pre-made missions that you have to complete?
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in which building will the mission builder take place? (probably mission control)
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i just went through the wiki.
you have me dumbfounded you really do KSS team. how long have you been working on this?
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this is beutiful.
this is the ksp i never knew i needed
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i build giant behemoths that are usually impractical but look nice
i took this one to tylo
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On 1/15/2018 at 6:41 PM, Fearless Son said:
I just wish there was a mod for planning ion engine continuous-thrust trips, but that would involve so many entanglements with the point-thrust transfer planning system and weird interactions with the time-warp feature that I am not sure it could be done in the engine as its stands.
Because it would be the fastest way to go interplanetary (via direct burns with a halfway flip for breaking instead of long coasting transfers) even if the specific impulse is low. Which is what ion engines are (theoretically) actually for.
skiddle skidish i have granted your wish
https://spacedock.info/mod/961/MechVal
is is for 1.1.3 though but it might work
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@Jebs-A-BADASS may you please elaborate?
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i think they mean the eluc 3d printed kerbal figures
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9 hours ago, notrealDannyDeVito said:
Its been over a year since this thread began, is it dead yet?
Not yet I suppose? Perhaps this thread will somehow outlive the game
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link is broken
(probably from licence violations)
what mods are in the pack?
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1 set terrain settings to low
2 turn off ground scatters
these significantly reduce lag on celestial bodies
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6 hours ago, fourfa said:
0.625m, 1.25m, 1.875m (new), 2.5m, 3.75m, 5m (new)
All those exist or have been talked about extensively in these notes over the past year. Lots of parts for 1.875m and 5m have been shown
I knew they were coming but I thought they were making history exclusive
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ive noticed that there are 6 decoupler sizes. will any other parts of the new sizes be in 1.4?
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dammn awesome
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with bon voyage i use rovers to visit monoliths and get those sweet free tech tree nodes
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On 12/23/2017 at 2:07 PM, Rocket In My Pocket said:
I mean, I have like double that many mods, never had a crash on 1.3.1?
i have played with 100+ mods in 1.3.1 and only had 1 crash
(the game takes an hour to load though)
Subnautica
in KSP1 Mods Discussions
Posted
you might be able to extract the models from subnautica but im not sure how legal that is.