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Posts posted by Skyro
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Maaan, all this talk and such and I'm reading it and really wanting to get in on it; if only i could
Nah just kidding, even if I wasn't able to test the latest dev versions, glad to still see this up and running for however-long it has been since it came out (long tracks I see you )
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Hey, is there a changelog for the newest version of Hyperedit? If so, can I see it? I want to know what's new since things have definitely changed.
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^^^^^^^^^^^ If you run KSP 32-bit, you will have most likely run out of RAM (or memory). You will have to say goodbye to some of the mods you use or use a mod called 'Active Texture Management' alongside your current mods. If you run KSP 64-bit, its an unstable version due to the game engine KSP is built on, and its going to crash a lot, especially with mods.
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If you would like to run the 64-bit version of KSP on Windows: (TL;DR GO TO WHERE YOU MOD THE GAME) Go into Steam, right-click on Kerbal Space Program in your games library, click on 'Properties', click on the 'Local Files' tab in the properties menu, and then click 'Browse Local Files'. When you do this, you will be at the main folder (if you mod the game this should be familiar). There is the KSP_64.exe or whatever it looks like (I don't have 64-bit OS atm), and you will need to manually use this executable by setting a shortcut to it or adding it via the Non-Steam Games thing at the bottom of the steam games library. Hope this helps!
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Coming from 0.90, It seems that #1 can be implemented into the contract system in career mode, #2 can somehow (I'll let the devs decide that) fit into the current kerbal experience system, and #3 is almost basically using SCANSat to find anomalies and going to them, but here you want to give some sort of random event/element to the anomaly when you get to them/within a certain distance of it. I personally like the idea of all of these, especially #3, because going to an anomaly to date is like being a tourist (except that one with Ike) going to visit some cool thing. It would definitely be more interesting to find out what an anomaly does to a kerbal or probe that comes too close
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I can confirm that in Win 7 32 bit 0.90 the mod still works...alongside other mods as well (at least for me )
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Granted, but you can only bend yourself, which inundates you with immense amounts of pain.
I wish for a tank (like an army tank).
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I can't wait for those long tracks, and the project overall sounds like it's coming along quite well. I'll probably try to see if the mod will work with 0.90, fingers crossed
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Heheheh, i think that Spongium Carbonate's formula would come from a proton sponge (no idea what that is) and carbonate: C14H18N2(CO3^2-) , which i would assume would mean that the equivalent of a proton in the kerbal universe absorbs the energy of the kerbal hitting the ground, thus proving that Spongium Carbonate is actually a thing in a kerbal
Now back to smashi--er, testing kerbals with fast-moving vehicles on a runway
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Oh ok, that definitely explains how the tracks actually work in KSP, as well as the tracks aren't just one wheel I mean i knew that, the tracks have individual wheels...duh But yeah, thanks for explaining!
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Just a quick question, with the poll showing what people want, what do you plan to add to either this patch or 1.8? I mean, they're probably going to be tracks, but if so, what would some of them look like? If you don't mind doing another not-bad sketch. But, seeing as you still need to do things, just checking in because I love this mod and depend on it for a lot of things
EDIT: Also, how does the track collision mesh and such work if its considered a wheel by KSP means? Unless a plugin defines it, then nevermind
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I think that you definitely should continue this...it's really good and I enjoyed reading it!
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Yeah, it would be easier to just create a part or something that would either store or generate snacks, although I personally like this and would be fine with a snack storage of some kind; not making it too tedious.
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This looks really interesting, I see a lot of potential for this! I'm gonna try it out right now.
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"I survived!" said no kerbal ever.
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There was no Mars-like planet.
Yes, there is. It's the desert planet; you need to check Nova's development album here to keep up to date with all the planets.
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There are a couple of bright spots on the closest moon. Aliens? There are a few dark spots on the 'water' moon. Aliens? I'm gonna call them ULOs (unidentified land-based objects). So who knows what the ULOs could be?
We don't even know what any of those are, until Nova lands there and shows us (if he ever will). It looks like the dark spots are mini-storms to me.
Should be interesting if any of those 4 moons are in retrograde orbit.That would be a little harder to get to the moons one by one like that, but that would be cool.
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Oh wow! That tank looks as if it were real! Sure thing! Let your imagination run free! I also have some other parts for my plugin project thing that needs a bit of texturing....mind to help?
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Thank you so much. I will hold this responsibility with care and my life...no matter what it takes. I am in your gratitude and will help all who need it.
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I guess they will but the thrust/consumption and fuel model has changed a bit in 0.16 so obviously NovaPunch has to change as well... at least this is what I understood from Tiberion's posts NovaPunch is looking pretty much like real rocket parts so I guess Tiberion will want to keep their performance to stay that way as well, so I think we don't have to worry about how it will develop
As for what you said, the update to 0.16 is going to take a while to update all the fuel tanks and engines, but it's just a matter of getting the perfect mix, even though that's what takes the longest, considering we have Specific Impulse (isp) in the engine cfgs now...
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Lol, would love to see your velocity and pics once you both do that, will be funny and nice to see. But, it has to be 0.16. Thats why I allowed cfg-edits and mods. I currently have mine going and it is using a solar sail part I made, it's going at about 210,000+ m/s right now. Gonna post a pic soon...
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Aren't we supposed to be trying to design interplanetary rockets too? Because I have one, but I'm too lazy to take a pic, so I'll do it tomorrow, and plus it's almost 2 in the morning, so see ya!
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As you are downloading the posted persistent file, you will be fine as long as you don't use mod parts, just do not forget what is and isn't a mod But you can hallways extract KSP to another folder say 'KSP_Plain' and run a non-moded version as well.
Hi! Welcome aboard, we currently do not have an open slot for a new mun base, if you check the rules on the first post, all other bases must have 5+ ships for a new base to be made, I have added you down as going to the new unnamed mun base that will be coming up.. If you want to remove your self from this list, please advise..
Sorry, we dont have a current open slot for a new base on Kerbin, but maybe if you parked close to the Kerpan Island Holiday Resort it could be part of that? I have added you to list, please advise if you want to change that.
Sure, I'll take a spot for the new base, I shall get the OneMun 1 ready for launch, then.
Your six word KSP story
in KSP Fan Works
Posted · Edited by Skyro
"Welp, didn't need that part anyways..."
and
"*Explosion* Umm, might've needed that part..."