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KSP2 Release Notes
Everything posted by QuesoExplosivo
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I have a Mun launch rocket with a rover (tank) payload and no fairings.
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I suggest, that when a team gets the save file, they change all the crafts that are hostile to red, and all the crafts that aren't to blue. I know it's a lot of work, but I think it's the best solution.
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The Green Team reserves Kourou. Yay for low latitude! (Is this fine with other Green Team members?)
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Blue is supposed to pick after Red, and I have different ideas for Blue's base. Derp. Sorry, I thought you were still on Blue.
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They're not going to win if they don't pick a base . . .
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Awww... That was going to be my strategy. Anyway, I propose having a "diminishing returns" type of thing, where the mores bases you have the less each base gives you, calculated separately for Kerbin and the Mun. Bases (double for the Mun): 1-5 bases: $250M/wk each 6-10 bases: $200M/wk each . . . 21-25: $50M/wk each 26+: $10M/wk each Orbital stations (calculated separately for Kerbin and the Mun, but otherwise no bonus for being in Mun SOI): 1-5: $100M/wk each 6-10: $50M/wk each 11-15: $25M/wk each 16+: $15M/wk each @WH40k: I haven't seen anything unusual, but I use Firefox. Is the folder or the site being blocked? Edit: Found the problem: The link in the main post is truncated. It should be .../download/fs4mbk00gvl4h6s/GameData.zip Instead, it's .../download/fs...s/GameData.zip @Horn: What's the bomber's range and cruising speed? Also, can you fix the link?
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Sounds like a memory leak to me.
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Did you click on the link in the OP? That hasn't been updated to the latest version. The correct link is: http://www./download/fs4mbk00gvl4h6s/GameData.zip This includes my partial coastline fix. Also: Red Team, choose a base! I'm getting tired of waiting . . .
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I'm testing a coastline fix, but not promising anything. The fix helps, but does not completely eliminate the problem of weird coastlines: I just removed the steepness fix on all terrain below sea level. New (and definitely final, I've already spent too much time on this) GameData folder: http://www./download/fs4mbk00gvl4h6s/GameData.zip
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I was testing out one of my long-range planes, and I noticed that some of the coastlines are strange. I believe that this is due to my height map fix, but I'm not sure how it can be fixed without going through the height map pixel by pixel. (I know that I got the sea level right, so changing that won't help.) Is having weird coastlines an acceptable cost for having passable terrain?
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@Darren9: Thanks for catching that. I think I've fixed everything now. By the way, the low atmosphere density at altitude is from RSS. If people don't like it, I think I can change it. I will verify that all mods work as intended and then upload the (hopefully) final version of the GameData folder. Edit: The mods work. The folder will be ready within the next hour (stupid slow internet!) Link: http://www./download/b2c5tvtvg53ams1/GameData.zip
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The Moon fix is done! New Link: http://www./download/va5qa3szw9konr8/GameData.zip
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I fixed Kerbin's slope problem, but I forgot to fix the moon as well! (Those two bodies are the only ones that use height maps.) The GameData folder will be updated shortly.
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The most awesome team, also known as Blue!
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I'm almost done with the steepness fix. I should have it ready within the next hour. Steepness fix is done. The new GameData folder is: http://www./download/va5qa3szw9konr8/GameData.zip (this includes moon fix too). Do not use the old one!
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I found a problem: with RSS scaled down 10x, all slopes are 10x as steep as they should be! This means that planes will have a very hard time landing, and driving rovers will also be hard. I also found a crude but effective fix: scaling the height map down by a factor of 10. Never mind, the height map change didn't fix it completely. I'm working on another fix.
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Mine does, but I take it we're not using them.
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I've gotten impatient and put together my own GameData folder. This should have everything we need to get started. http://www./download/himuo1pxpp9q59a/GameData.zip Team Blue, which space center do we want?
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I think there should be a rule that crafts must include an IFF system. Otherwise, the Skillfull defense systems won't work properly.
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Regarding the rules on guided missiles: May ground units have more than one guided missile for the purpose of air defense?
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Ok, I understand. If you need someone to host the game save file, I can use Mediafire. I can also probably host the GameData folder, if needed.
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What does the blue team get to pick first? And why do we only get one week whereas the red team gets two weeks? Also, I think that a week is an awfully long time, giving one side the chance to completely destroy the other side (since the defenses are relatively dumb). How about the turns alternating every day, instead of every week?
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Mechjeb has a cost calculator: it takes the number of credits and multiplies by $1000 to get the cost (e.g. 1000 credits = 1 million dollars). MCE changes the credit values for all of the parts, so Mechjeb with MCE outputs a different value than Mechjeb without MCE. Even if you don't put it on your ship, using Mechjeb temporarily in the VAB is a good way to get data on the expected performance of the craft.
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I'm almost done downloading all of the mods (real solar system is the last one besides the multiplayer). I've noticed some things: 1) Aerodynamic failures from FAR suck. Whenever I try turning my fighter jet, the wings fall off. (Sorry, the craft file is classified). Can we make aerodynamic failures less drastic? 2) The prices on Mission Controller Extended make sense for stock parts, but for mod parts they are just plain weird (example: electric Firespitter propellers cost vastly more than their liquid powered counterparts). I suggest using prices calculated by Mechjeb without MCE, and dividing the price in dollars by 1000 to get the number of credits. If it would help get this started, I could upload my GameData folder with all of the mods once I confirm that there are no bugs.
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I would much prefer multiplayer, but if nobody can host the server, then I guess turn based is fine. Should we make a no quicksaving rule in that case? Also, I play mostly on a laptop. Can I edit the SkillfulWeapons turret CFGs to remap the turret control keys from the (non-existent) number pad to other keys?