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Everything posted by Spoot Knight
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I run it on a laptop without any issues.
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Report 20 contains information on 0.194. Stonehenge, anyone? 8)
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It\'s time for a pre-dinner snack! IT\'S GOOD FOR YOU!
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Sandwiches and Mountain Dew.
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You mean Doppelganger? That\'s a 1 vs. 15 skirmish that gives the opponent the same fighter you selected for the mission. That one lets you (As well as the enemy) respawn. I think I was shot down twice flying the Su-47, could have been one, but I\'m not sure. The goal is to get over 10,000 points.
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I do, but I think even though this is a PC game, a gamepad will get me around better. There\'s also the matter of the throttle reacting based on button input rather than relative/absolute throttle from a HOTAS system. It would also help if this gamepad didn\'t have a square analog base. So yeah, that comment I made about not being surprised if people made Ace Combat campaigns later on as the game develops? They already have the people planning on doing just that.
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Yeah, the physics aren\'t absurd like HAWX (lol Kulbit maneuvers in an F-4 Phantom) and the control scheme can be mapped to match Ace Combat\'s to the letter button. Plus, Ace Combat\'s flight model is pretty simple as it is when you compare it to say, Lock-On: Modern Air Combat.
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So far those AC skins are the only mods around, since VT just barely went into public Alpha. It\'s pretty damn cool, though I feel it may be more fast-paced than AC, or the controls are just twitchy and I need to get used to them. I can\'t hit anything with the cannons and I could rock some socks with them in AC titles.
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I\'ve only played Air Combat, AC3: Electrosphere, and AC4: Shattered Skies, back in the day when I actually had a console. Now only having my PC, I\'m immensely fortunate to have caught notice of Vector Thrust, which is essentially Ace Combat for PC. Given the intent to provide easy moddability, I can see people making Ace Combat campaigns for it.
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Remove three zeroes from that. It\'s 186,282 Mp/s.
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For kicks you could give a decoupler an absurd number for its ejectionforce and send a pod moving several million times faster than light just to see that it can go that fast. To get there with a normal engine, I would think the safest way is with a low-thrust engine to keep the force applied on the tanks low. I imagine that\'s the cause of the engine breaking off. I don\'t know if that will actually work though.
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Must have completely forgotten about this. I would say, however, that the point of it being unfeasable during KSP\'s development still stands as the idea given is to make an expansion for it, implying KSP itself would be finished. We\'re still a ways away from that. Time will tell.
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Check your facts. They\'re uncertain if it\'s feasable even for the last stages of development.
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Question in modifying part glowmaps
Spoot Knight replied to Spoot Knight's topic in KSP1 Modelling and Texturing Discussion
Best that I wait for those tutorials then. -
"ArmyRage" - new fps game - Copyright infringement
Spoot Knight replied to Raziel's topic in The Lounge
It\'s entirely possible that they can make code, but not models. Look at FreeSpace 2\'s Inferno Upgrade. They can churn out models like nobody\'s business but they can\'t be arsed to map half of them because they have very few UV artists / texturers. -
Yuyuko signature! It spreads.
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[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Spoot Knight replied to chickenplucker's topic in KSP1 Mod Releases
It\'s like piloting a helicopter that isn\'t a helicopter. I love flying this thing around. I\'m getting curious as to how it would look in a desert brown finish. Too bad there isn\'t enough desert on Kerbin for it to match. -
[PLUGIN, PART, 0.17] Bigtrak KSP Edition v.30 Liltrak
Spoot Knight replied to chickenplucker's topic in KSP1 Mod Releases
I love how the tank and ASAS module imposes an image of completeness to the BigTrak, like it\'s carrying more stuff inside it rather than hauling it on the bed. -
Buffalo Springfield - For What It\'s Worth.
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To this day (This was brought up in threads from what, October last year?), I still fail to see how this would work in any flight game at all.
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S is up and W is down by default, assuming the standard flight control model.