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Everything posted by minerbat
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i think it looks great! but some feedback: i think pol should be more dusty and rocky, and not icy and shiny. this fits a place like vall or eeloo better. also, why did you decide to showcase pol first out of all places?
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The challenge is: get as low as possible in Kerbins atmosphere while still getting back into space (above 70 km)! submit 2 screenshots (or a video). one showing the your lowest reached altitude (your score) and one showing your orbit once out of the atmosphere with apoapsis clearly visible. Rules: 1. you can come in at any speed you want, but not faster than a Kerbol/Sun escape trajectory. 2. visual, informatical and autopilot mods and DLC's, yes! part mods and physics altering mods, no! 3. normal mode or harder, and no cheats (you can use cheats or mods to get to your starting orbit). 4. once inside the atmosphere, you are not allowed to use any form of propulsion. RCS is allowed, but only for attitude control. 5. there has to be at least 1 kerbal or more on the craft. if there are more they ALL have to survive. damage to any other part of the craft doesn't matter. 6. minor part clipping is allowed, as long as it doesn't break any other of these rules. 7. Kerbin boring? try Eve or Jool! leaderboard: if you have any questions, just ask! and good luck...
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Developer Insights #9 – Orbit Tessellation
minerbat replied to Intercept Games's topic in Dev Diaries
this is not the game, just a quick and dirty presentation. there is no reason to make such detail on this, it's just extra work -
Developer Insights #9 – Orbit Tessellation
minerbat replied to Intercept Games's topic in Dev Diaries
yes, indead amazing! and i haven't even figured out how to get 3D rendering to work yet... -
Developer Insights #9 – Orbit Tessellation
minerbat replied to Intercept Games's topic in Dev Diaries
especcially when you decide to go for it, it decides NO and you're playing hard mode without quicksafes. that is why i still make quicksafes in hard mode, but only use them in case of glitches like that... -
Developer Insights #9 – Orbit Tessellation
minerbat replied to Intercept Games's topic in Dev Diaries
cool! will you also PLEASE fix the bug with orbits where maneuver nodes can't make up their minds if you get an encounter or not and your orbit changes when you timewarp? even if KSP 2 is just KSP 1 without that bug, i would still be very happy. also, i love technical stuff! i also like programming but i'm about 0.000001% as good as this... -
[1.12.x] - Modular Kolonization System (MKS)
minerbat replied to RoverDude's topic in KSP1 Mod Releases
@goldenpsp, @Terwini will try to find configs/figure out how to make configs for RSS then! thanks for the help! if i get it working, you can expect a RSS colonisation series! and, in the case of life support, having one standardized system is cool if you just care about taking stuff with you, but not really if i want to use ISRU and recycling because those differ for each type of life support resource -
I am going to livestream KSP (and other space games and Minecraft)!
minerbat replied to minerbat's topic in KSP Fan Works
Next thursday will be this challenge: -
This makes sense. The reason to even bother making a sequel to a game instead of just making new features in updates is to earn more money (apart from getting to solve some issues that are to deeply within the code that you can't fix them without starting all over). If they just keep releasing updates for KSP 1, or give KSP 2 for free, then they wont make enough profit to pay for the development. that is also why they have paid DLC's.
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[1.12.x] - Modular Kolonization System (MKS)
minerbat replied to RoverDude's topic in KSP1 Mod Releases
trying doesn't hurt at least. another question, this mod adds a lot of different resources to make ships in space right? does it give resources in RSS in realistic locations and amounts? or is that something i can configure myself? or does that just not work with RSS? -
[1.12.x] - Modular Kolonization System (MKS)
minerbat replied to RoverDude's topic in KSP1 Mod Releases
but i want to have to deal with challenges of each requirement being handled in a different way. electricity for heating can be made with solar panels. water can be made with ISRU. oxygen can be made from water. nitrogen can just passively sit there and do nothing, but when it's gone it's gone. food requires good infrastructure of greenhouses and such. radiation is it's own thing entirely. and then hab space. can the food part of this mod be disabled and just use the hab time? then i could use TAC for food and such, and the kerbalism science-only mod @Grimmaswas talking about? maybe in stock i would like this simplification, but i want to try it with RO and make it extra challenging -
[1.12.x] - Modular Kolonization System (MKS)
minerbat replied to RoverDude's topic in KSP1 Mod Releases
i jusy want to have some more in depth life support than just food though that still works with this... i want a more complicated food system and water and air and hab time and preferrably radiation too. and if i want to use it with RO i want kerbalism science too... -
[1.12.x] - Modular Kolonization System (MKS)
minerbat replied to RoverDude's topic in KSP1 Mod Releases
what about TAC life support? and is there a mod that just adds the science behaviour kerbalism has? -
[1.12.x] - Modular Kolonization System (MKS)
minerbat replied to RoverDude's topic in KSP1 Mod Releases
how good will this work with RO/RSS/kerbalism? i am willing to find out how to make custom configs if that is possible and works. -
i want to make an RO modpack with futuristic tech, but i want to make a better late game tech tree. is it possible to edit tech trees with some mod, config file, or external editor? or do i need to know some advanced modding for that?
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asking for advice on RO series idea i have
minerbat replied to minerbat's topic in KSP1 Mods Discussions
i have i5 and 8 GB, so yours is still better... -
some of the most popular mods: making the game look good: EVE, scatterer, realplume or waterfall helpful: KER, mechjeb make the game realistic: RSS, RO, RP-1 more planets: there are many planet mods, both ones inside the kerbol system and ones that add new star systems live support: kerbalism, tac live support futuristic parts: interstellar extended dumb things you shouldn't use: bargain rocket parts, burger mod
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only cameratools, KER, lunamultiplayer and texturereplacer (which i used for a silly meme-like video on my youtube channel). and still 20-30 minutes of loading time... i should really get a better computer...
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KSP Interstellar Extended Support Thread
minerbat replied to FreeThinker's topic in KSP1 Mods Discussions
is this mod compatible and balanced with RO? read this thread to know why i want to know: -
My idea: i want to play RO/RSS/RP-1, but with near future/far future/interstellar technologies and colonies and space construction. if i ever get a computer that can actually run it. i want advice about the following things: 1. what hardware would be important in a computer to run RO and RSS with many extra mods properly (i dont care about visual mods, but i would like to be able to use principia)? 2. what extra mods would be good for this? 3. are there RO compatible configs for those mods? 4. if not, how do i make my own configs?
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I am going to livestream KSP (and other space games and Minecraft)!
minerbat replied to minerbat's topic in KSP Fan Works
yes, but how you know if i didn't talk about it in the video? and if i get selected i will of course only go if the starship has proven in capabilities. the explosions now are only the first tests. -
I am going to livestream KSP (and other space games and Minecraft)!
minerbat replied to minerbat's topic in KSP Fan Works
Last sunday's stream highlights!