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Everything posted by spikeyhat09
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let's see... 1 second a flag, 31 flags. nope sorry too complicated can't help ya
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normally, graphics card has very negligible impact on performance (mostly uses the CPU for physics calculations), however that thing has intel graphics, which will bring your fps down. on top if that, the CPU itself is pretty lowly, i wouldnt hope to be able to do much on it KSP-wise
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i know its been beaten into the ground by my predecessors here, but i can't help myself its not version 0.22 as in its 22% of the way to 1.0, its 0.22 as in there have been 22 major alpha builds of the game. it could just straight from 0.25.0 to 1.0, or 0.35.0. basically whenever the devs decide its a full title. like minecraft. it went from beta 1.9 to 1.0 full release. its not a decimal, its a notation.
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sent a manned pod to duna, and spammed the hell out of the transmitter via materials bay, mystery goo, crew report, and EVA walks, from high solar orbit, high duna orbit, low duna orbit, in atmosphere,high ike orbit, and low ike orbit, then returned to kerbin. received a little over 2.2k science points
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a google search and a music video later: still confused, more questions than answers, and significantly disturbed to say the least
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nice find! you can bet your helmet where my next mission is going to be
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lol no, its certainly interesting, and im sure there are many forum users who haven't gotten the chance to see it yet
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1st Day In KSP - What Am I Doing Wrong
spikeyhat09 replied to a topic in KSP1 Gameplay Questions and Tutorials
now thats a problem in and of itself. keep in mind that ksp is really a cpu game... having a good graphics card wont get you many more fps it sounds like when you built your machine, you invested more in the GPU than the CPU. or else there is something deeper going wrong. please give some more info about the specific CPU, GPU, and Operating System you are currently using. my machine is pretty crappy atm ($500 laptop purchased 3 years ago, so yeah...), and even it can run ksp with decent fps until i reach around 300 parts, with 500 or 600 being the hard limit on what i can stand -
didn't you see it from the dev stream?
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Hilarious the science tree gives us Skipper before Mainsail
spikeyhat09 replied to Oddible's topic in KSP1 Discussion
my main complaint is not the order of skipper > mainsail (also i thought the skipper was called "atlas"... whatever), but that it takes so damn long to unlock the blasted cubic octagonal struts... i had no idea how much i depended on those little guys for structural integrity on by big rockets until i had to do without them... without the classic reinforcement between two stages, my rockets just fold and cripple like a cheap suit -
So those uh... parachutes pretty fast huh?
spikeyhat09 replied to power5000's topic in KSP1 Discussion
i think they should open within a certain amount of air pressure, universal on all planets, rather than simply at 500 m hard n flat -
Kerbals, do they or don't they? This one has the right name...
spikeyhat09 replied to Galane's topic in KSP1 Discussion
perhaps there is an extreme case of sexual dimorphism in the kerbal species, and the females are just like tiny little parasites that attach to the male (or vice versa, maybe jebediah is a chick O_O), and feed off their bloodstream in exchange for fertilization -
So, who would win? Chuck Norris or Jebediah Kerman? This question must be answered once and for all!
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jeb doesnt try to divide by zero, he gets an answer
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Space Stations not worth anything in .22
spikeyhat09 replied to Lohan2008's topic in KSP1 Discussion
i think you should be able to do more actual "experiments" like perhaps you can take the samples you get from the mun or minmus or duna, and take them to the space station and do science to them to get more points? -
oh, yeah, didn't you hear? its opposite day on kerbin. when jeb frowns he is really smiling
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why would you name it "insanity" if its your small rocket im calling bluff
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this this this these three this this and this
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.22 playtesting being waylaid by mods?
spikeyhat09 replied to jpkerman's topic in KSP1 Mods Discussions
just chill a bit guys. the tech tree is a alpha test. every version you've played was really just a payed alpha test build. the tech tree is (most definitely) not set in stone, and it will most surely change before KSP 1.0. so can we ease up on the butthurt? -
.22 SAS is now all WIbbely Wobbly (but not timey wimey)
spikeyhat09 replied to JebidiahsBigSister's topic in KSP1 Discussion
i was reading the part description of the (previously known) ASAS part, and it said something about a more sophisticated flight computer... perhaps there is merit to using the ASAS part, maybe the capsules and probes are equipped with a rudimentary computer, and adding the ASAS computer makes it more reliable? -
.22 playtesting being waylaid by mods?
spikeyhat09 replied to jpkerman's topic in KSP1 Mods Discussions
i dont know the first thing about programming (and perhaps a method like this already exists ingame as a feature and im just completely oblivious because as of now the core game satisfies me greatly), but would it be possible to have like an algorithm or something that would scan the type and properties of modded parts, and autonomously lob them into the already existing tier groups? for example a mod adds a new landing leg. the game recognizes this, and, based on its specifications, decides to put it into the "advanced landing" group and maybe it could go even further and, with preset tier science costs, decide that if a part was too great even for the most advanced part type (a landing leg that exceeds the capabilities of the best stock leg by enough amount), it could put it into a previously unknown skill group such as "superior landing" or some such -
where's the "wtf is this question even asking, and why is it being asked?" option
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its supposed to be that way. if you want stronger legs, get the "advanced landing" or w/e parts