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N9 Gaming

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  • About me
    [Space]: Let Go
  • Location
    United States
  • Interests
    Science, Orbital Mechanics, Rocketry, Gaming!

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  1. Inspiring! Thanks for sharing your work with us Jim, I honestly can't wait to read everything in the game (:
  2. I tend to make all sorts of shapes with fairings, then clipping whatever could reasonably fit inside them - fuel tanks or service bay. You pretty much have whatever shape part you want that way! It would be nice to see more parts like that though
  3. Copy that, will use the correct forums for this in the future. o7
  4. Right! I remember that too actually! Now I'm wondering how it will work between moons, planets, and indeed other stars - given that transfer windows between celestial bodies are definitely a factor with Hohmann transfers. Of course Brachistochrone trajectories, once possible, don't necessarily care about transfer windows for any other reason than to avoid colliding with other planets or Suns... gah I just want to know more!
  5. Cheers! Yeah that's what we've been referencing for a while. I still have speculations and questions about this: like for instance, are resources that are automatically gathered like this simply a number that goes up a set amount at set time intervals? Or will there be some simulated vessel that actually travels to said destination and back? I'm assuming it's going to be + resources after X time interval based on the "delivery route" mission we flew. If that's the case, how will it work with complicated vessels that required ditching several stages along the way? ... Typing this I know realize this system likely flourishes with colonies and outposts that are able to construct stages and mine fuel right then and there so maybe it's nothing to worry about. I'm reeeeeally excited to try this out for myself soon
  6. We've had a few people ask about Apple podcasts now, I had issues with them in the past as well as recently regarding getting accounts set up, so honest I simply haven't bothered with really sitting down and ensuring the cast went up there - can't say it's a priority unfortunately! However in better the news the next episode is up on BuzzSprout! https://thekerbalspacepodcast.buzzsprout.com/. I believe they'll take some time distributing to other sources however, and the YouTube video is uploading right now so just a matter of hours before that's all set. Cheers!
  7. Brilliant! I'd love to see that plasma thruster after the art team is done with it
  8. Choo choo!! My hype is immeasurable. Thank you that is all (: I disagree! They've been working on this game for quite a long time, and they have an idea of how much longer it will be until release now, otherwise Nate would not have made the most recent KSP update of "Early 2023". SO judging by other game releases, they are going to likely wait to give us juicy details until we're closer to that date. I imagine they will ramp up the hype train just before release to make it most effective. Until then we'll be waiting a while between updates, understandably.
  9. I've had a probably-more-work-than-it's-worth idea utilizing this mod and CapCom above. Removing all Stock contracts and utilizing this contract system for creating a story. A straight up choices-matter RPG in kerbal space program. Set science to zero gain insitu and give science only via contracts, noteworthy places in the story, maybe "buying" it somehow back on Kerbin. With CapCom having access to contracts on the fly, you could use contracts for difficult decisions, hell you could use them for entire "conversations" that will lead to more objectives and so on down the line. I've never used the mission editor in the game really, so I'm not sure if it has the same potential for this - but with contract configurator you could have a complicated tree of diverging paths of some story, turning it into a story mode of sorts. It's an idea I may flesh out sometime before KSP 2 is here, but I wanted to know if anyone's thought of it before!
  10. Haven't heard of it, might do a similar thing - if it works (doubtful, sorta) it has a "set funds to X" function looks like. Neat! Whatever is the simplest to create would be best!
  11. We'll be recording the next episode with The Beardy Penguin soon! this Sunday, episode will air Monday or Tuesday depending on my free time (: We won't meet the usual Monday upload again this week as plans tend to pop up unfortunately. I will let you all know when to expect the next episode when I know for sure. (:
  12. Episode 4 is up as well! We get to talk with EJ about the obscure ins and outs of the Kerbal Editor, and speculate about various things to come. KONSTRUCTION ft. EJ_SA!
  13. Thanks I'll be sure to ask him! The software modules you bring up, I could see that being a plugin rather than ever needing parts at all, but it reminds me of the sort of automated supply runs that were mentioned by the developers - I really wanna know how that's going to work
  14. There's going to be a 1 or 2 day delay on episode 4, just working some timing out, BUT I can confirm our guest for the episode will be EJ_SA! If you're unaware, they are a rather popular twitch streamer known for crazy complicated KSP engineering - check them out here: https://twitch.tv/ej_sa We'll be recording tomorrow so if you've got any questions for EJ let me know
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