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Everything posted by Gameguru
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[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Gameguru replied to JPLRepo's topic in KSP1 Mod Releases
No it wasn't. That seems like an odd setting to HAVE though. -
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
Gameguru replied to JPLRepo's topic in KSP1 Mod Releases
Hey there. I was doing some tests with the mod to figure out how it worked. One thing I noticed, was that if you recover a vessel that has frozen kerbals in it, those kerbals are not added back to your crew list at the end of the mission. I was using the planetary base module to freeze them. DeepFreeze seems to still recognize the existence of the kerbals though, upon launching a new vessel and checking the deepfreeze tab, it showed the missing kerbals, albeit with no vessel assigned to them making them floating around in whatever void they have fallen into. This WAS in version 0.24 though, so it might be fixed in 0.25, but I didn't see anything about that in the known issues or change-log so I don't know. Thanks! -
Victory, Kenbob5588 Flawless victory!
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Its an insane game of chicken, and with this. I HEREBY START THE 32ND HYPEUAL THREAD WAR FOR POST NUMBER 1337!!!!
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Hey, only three more posts until the 1337 post!
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You can pick two of the three options Sleep A's KSP
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Thank ya!
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Uh, whats a plaid? also, HYYYYYYP-ERSPEED
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someone add a world war "K" server
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Big boom, ship go bye bye. but really the game simulates where a craft would be relative to the time you warped forward I.E. your ship would have been destroyed 10 minutes ago
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Now this here is a model Human Being (or kerbal being)
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Well... Here goes the hundreds of thousands of dollars Squad would of made if they put multiplayer as an add-on:sticktongue:. Nice beating them to the draw!
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AWESOME!!! When mods are supported, I am Definitly going to look/make a World War "K" server
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EHMEGERSH!!!!! *checks off KSP of mutliplayer-wishlist* Hmmm, next up Don't Starve But until then, EHMEGERSH!!!!!!!
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[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
Gameguru replied to HoY's topic in KSP1 Mod Development
ah okay, seems to have gone away, if it comes back i will get a screen shot. -
There are only TWO bodies that have oxygen in them, thats Laythe and Kerbin. Now I would like that has an add-on part that allows you to convert intake air into oxidizer but you cant change kethane to produce NO oxidiser. EDIT: I do like the idea of a diffrent fuel to be loaded into oxideser or other things.
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[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
Gameguru replied to HoY's topic in KSP1 Mod Development
I am having problems with weird terrain glitching (black squares that blink and change as the camera angle changes) It is fixed by relogging. -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
Gameguru replied to HoY's topic in KSP1 Mod Development
Yay! Thanks for taking community suggestions. Maybe add a scuba gear for underwater stuff. -
[Plugin,Parts] 14.3 Katerpillar-Wheels V0.3
Gameguru replied to drewmacrae's topic in KSP1 Mod Releases
The only live people in a dead thread... -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
Gameguru replied to HoY's topic in KSP1 Mod Development
Further more, while i was looking in my kerbalrooster or something file. I noticed that the kerbals had an "HP" stat. are ther going to be some hp sytem, i dont see ways this could be implemented, am i just stupid? -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
Gameguru replied to HoY's topic in KSP1 Mod Development
I too, had alot of fun with kerbals with no helmets, Please make this an option (to remove helmets from the invintory slot) -
[WIP] KerbolQuest Dev Thread (Powered by KerbTown)
Gameguru replied to HoY's topic in KSP1 Mod Development
Oh, I think the jetpacks work with .22 right now. I just put some science things on the jet packs and pray i didnt screw anything up with center of mass.