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KSP2 Release Notes
Everything posted by Clockwork13
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It would be really helpful if there were buttons in the contracts window where you could either accept all of them or decline all of them. "Decline all" would be available from the start, but the "Accept all" would only be unlocked once the building reaches level 3, where you can have an unlimited amount of them.
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Make the "Get Mods" button redirect you to the Addon Releases subforum.
Clockwork13 replied to a topic in Kerbal Network
Sorry, no. It's harder to find mods there except for the popular ones that most of us either already have or don't want. It's much easier to find a greater diversity of mods through curse or the other mod hosting sites. -
Wow, now I just learned that I live on one of the most dangerous fault lines in the world, wonderful.
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Accidental Folder Deletion
Clockwork13 replied to AlextheBodacious's topic in KSP1 Gameplay Questions and Tutorials
Why not? -
Accidental Folder Deletion
Clockwork13 replied to AlextheBodacious's topic in KSP1 Gameplay Questions and Tutorials
Which CFG file do you need? I can probably give you a copy of mine. -
The earliest versions of Kerbal Space Program
Clockwork13 replied to KasperVld's topic in KSP1 Discussion
Nice! I can finally see what KSP was like years before I joined. -
Anyone have any KSP Film ideas? (+film questions)
Clockwork13 replied to Clockwork13's topic in KSP1 Discussion
Yeah. I probably would have uploaded it if I knew how to upload it in atleast a decent resolution, but 480p was about as high as I knew how to go back then. -
Anyone have any KSP Film ideas? (+film questions)
Clockwork13 replied to Clockwork13's topic in KSP1 Discussion
Cause I'm pretty sure I deleted the original video to make space on my computer. -
Anyone have any KSP Film ideas? (+film questions)
Clockwork13 replied to Clockwork13's topic in KSP1 Discussion
Kind of like filming farther away from Kerbin, but I'll consider it. -
What's the story behind the 'roleplay' guideline?
Clockwork13 replied to Evanitis's topic in Kerbal Network
Agreed. It would be cool to make a roleplay, but from the sounds of it, it seems like a minority ruined it for the rest of us. -
I tried creating a simple KSP film a long time ago, and it was terrible to say the least. Mainly because I at the time didn't know how to get rid of the HUD, didn't know how to record anything in HD, and could do limited stuff with the camera. These issues however are all fixed now, so I was wondering if you guys had any ideas for a KSP film that I should try. EDIT: I also was wondering if I should add any more mods to make my KSP films better. I already have a good skybox, good visual mods, Kerbcam, MovieTime, and CameraTools
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You can even see Mun in the background.
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I have played KSP for 2 years and I still don't have a clue about how to build space planes. Why are those sins? You basically said you are ashamed of not cheating.
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[V 0.2] Homemade Flags [Compatible with all versions]
Clockwork13 replied to Clockwork13's topic in KSP1 Mod Releases
Bumping thread, this flag pack has been updated to 0.2 and there are now more flags, and I have also changed some things. -
The radio receiver would be a special building at the KSP. It would allow you to "contact aliens" in a more or less realistic way, based off of how we are already doing it here on Earth. Unlike other buildings, it would not exist in a new save, and you'd need to build it first. Building it and making it level 1 would require 1,500 science and 1,000,000 funds. The reason for the high cost is because it would end as something new for endgame players to do while conducting other missions. The high quantities of science and funds you could get from it would probably give a bit too much of an advantage on new saves. Levels: Level 1 (1,000,000 funds and 1.5k science): You can access the radio receiver and send out transmissions to potential aliens. Level 2 (800,000 funds): The chance of making contact with extraterrestrials is doubled, and the receiver will slowly send out transmissions automatically, 1 per every 10 seconds. Level 3 (2,500,000 funds): You can decipher alien transmissions to figure out what they are saying. The receiver now sends out transmissions more quickly, 1 every second. Also increased chance of finding aliens and reduces time. Transmissions When you enter the RR, you would be able to see previous successful transmission sent and current transmissions being sent. You would also have access to a button that every time you click, a transmission would be sent. For a level 1 facility, you'd have a 1/15,000 chance of making contact per transmission. This would get lowered to a 1/10,000 chance for level 2, and a level 1/5,000 chance for level 3. Every transmission would take anywhere between 5 and 100 years to make potential alien contact. For level 1 and 2 receivers, the messages would appear unreadable and in a made up language that the aliens would speak. Level 3 receivers would be able to decipher a message, but doing so would require about 50,000 funds and 75 science, although the price would slightly fluctuate. A transmission would continue going for 100 years, and it would disappear. If it encounters a civilization, it would appear green, and you'd have to wait an amount of time for whatever aliens there are there to send a transmission back to you, although they only would about a third of the time. Alien Contact: When you establish contact with aliens, they would sometimes send you a gift or just some quote. Possible messages you can get: "This transmission seems to just be static. We aren't really sure what it's supposed to mean." [Nothing happens] (40%) "Wow, the aliens were willing to step up to fund our space program!" [Receive between 10,000-100,000 funds] (20%) "We seem to have contacted an advanced civilization. And look at that! They were willing to lend us some of their knowledge!" [Receive between 10-150 science] (1%) "Huh, that's interesting. They seem to want us to do something for them. We should check the contracts board for more information. [Aliens will either ask for help checking on a long lost satellite of theirs or send them science or funds to help them during a crisis. If you give them science, they would return funds, if you gave funds, they would return science.] (25%) "I can't figure out what this is supposed to mean, but the message appears to be in all capital letters, which is probably a bad sign." [Nothing happens] (9%) "We were able to decipher most of this message, but we aren't really sure what the word "human" is supposed to mean, and it's said like 10 times here." [Nothing happens, just a reference to how humans are sending out radio transmissions into space.] (5%)
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Dammit, I was going to say that.
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That rocket with major tom sitting on it isn't even able to get off the ground. I send a probe into deep space on an escape trajectory out of the sun.
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I was trying to get to Tylo, I was so close to getting to it with my fuel, but I missed.
Then I got into the encounter when I ejected myself with a stack seperator.
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Ah, thanks.
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Huh? I thought Squad developed KerbalEDU.
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It was mid to late 2013, and there was this small KSP film on a YouTube channel I was watching. Looked interesting, and I looked into the game. Not sure why I didn't get it earlier, but I officially bought KSP at the beginning of 2014. After a few months, I got horrifically burnt out, and I was starting to think I was just losing interest altogether. I checked on KSP every few months, but that was it. 2 years later (now) and I am starting to play again.
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I was going on a Duna mission, and I was wondering why mechjeb was telling me I had 3000 deltaV when I really only had around 1000 or less, which wasn't enough to get to and establish orbit around Duna.
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This guide is for those who are beginning to lose interest in KSP, and how to avoid losing interest. There are 4 good methods that I know of to do this: Method 1: Don't restart your career saves. Ever. This is what many people do after an update or after a small burnout. They decide they want to start anew. This is what I did a few times, my advice to you is to NOT do this, don't even restart when there is an update. Progressing through career mode is fun, but it only stays fun until you get stuck at the beginning with no motivation to go further. Method 2: Get lots and lots of content-adding mods. To me atleast, the stock game is quite boring. Usually I am tired of the small amount of planets or lack of parts, etc. Look for mods, and find a mod setup that you both like and is as crash-free as possible. I'd recommend choosing only one single planet mod, one that contains a lot of planets. Having multiple at once may cause other issues, such as occasionally two planets way to close to eachother, or just more frequent crashing. If you are a Steam user, make sure that you try not to update your game, cause that's going to screw up most if not all of your mods. It may suck that you can't play the update with everyone else, but most would probably prefer a ton of mods. If you really want to check out the update, you can copy your modded KSP folder and take it out of the Steam folder so you can update. Oh yeah, GET MECHJEB! This seems to have helped me enjoy the game more, it would probably do the same for you. Important: Do NOT overwhelm yourself with mods. Not having enough parts is just as bad as having too many. If you have 3 different parts from 3 different mods that do the exact same things, that's probably a bad sign. Instead of adding mods that do things like adding new kinds of fuel tanks, etc, I'd recommend mods that add in new ways of playing the game. Method 3: Get visual mods. KSP is a lot more enjoyable when you have amazing visual features. Most importantly, get a skybox, clouds mod, and any other good ones you can find. Choose wisely and your performance will take almost no hit from them. Method 4: Start a long-term project. By "long-term project", I mean something that has no definitive end. Some ideas to try are: Build a planet or moon settlement. These are made extra fun with the Kolonization mod. Build a massive mobile space station. Not only could it serve as a cool base for your Kerbals to live in, but you could tour the Kerbol System with it. Maybe add some small ships that allow you to fly around it too. build a station space city, as in a massive space station for your Kerbals. If things get laggy, build 2 or more stations that you can use together. Method 5: Try to do unusual things When I say this, I mean anything that KSP can do, but wasn't designed to do. This can lead to some really interesting designs. You could build: Mechs Tanks Hoverboards Some other weird things you could try are: Try planting a flag on Jool (I think this is still possible if you do it right) Get as close to the sun as possible Hire a bunch of Kerbals and send them into the Sun on prison ships. Try get a ship going as close to light speed as you can. Try docking a bunch of asteroids together to make your own artificial moon Anyways, this is what helped me get over my burnout, and I hope it will do the same to other people who are losing interest! Note that I have tried and used every method here except for #5, because I know it works for some people, although not really me.
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I hate your lack of money, you do not deserve to be poor.