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SelectHalfling0

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Everything posted by SelectHalfling0

  1. Coming back to this game after 2 year hiatus and I'm glad this mod's still alive!
  2. This mod is too good to play without, now that I'm getting back into KSP this will be a great little feature. Thanks alot Maja!
  3. A rover of mine once started rolling uphill on its own (on the Mun). I've got a vid of it somewhere...
  4. This is the second time I've ever heard of wing incidence. I would like to see a wholesale guide on it too. Also came across a neeto little article about the Corsair-2 Jet, which has variable incidence.
  5. I didn't mean you as in myself or other players, I meant it as in KSP and the Dev team. Basically how involved is Take Two going to be in the dev process from now on (or is that still unclear?).
  6. So is this a "we've purchased you but you keep working how you've been working" sort of deal or is TT gonna start getting their own hands into the game?
  7. I came up with 'Badger Industries' based on an old Halo Reach clan I was part of. Flag:
  8. Although I am comfortable with paying for this DLC (heck, it seems pretty great and I will definitely get playability out of it) I don't want to be paying enough to buy another game (20-40$). 20$ is the absolute highest I would go.
  9. Do you guys think this will present issues for the modding community? I can't tell you the number of times I've found a cool map or mod for another game that when I download says "requires xxx DLC". EDIT- Also, isn't the Mission Builder just a fancier version of what we already do on the forums, except money is involved?
  10. I put a big orbital shipyard around my Mun. It has lots of different dock-able parts for building interplanetary craft as well as short-range tugs. That should keep you occupied for a while.
  11. Try turning off all but one SAS Unit. I've found SAS units and pods mounted at different angles on different docked sections can "fight" each other, leading to the oscillations.
  12. Hold on. Buying a pre-built space station you say? Unless this is a mod and I haven't seen it... I think I have a new mod idea.
  13. The one thing is it is an educational summer camp. We want to use it to teach basic orbital mechanics and such, even going so far as doing a bit of basic math. I thought force vectors and such would be helpful, however we would only need ~10 copies (so no Edu discount probably wouldn't hurt us).
  14. So, after many years of playing KSP, I have finally been able to bring KSP to my old schools! I work for one of my old teachers running summer STEM camps, and we are planning a KSP camp in the future. We are unsure whether to purchase KSP Edu or standard KSP, as versions past 1.1 run better on our computers. Does anyone know if KSP Edu is at or past version 1.1?
  15. As far as I can tell, you landed your base within a few km's of mine. .
  16. We know there was an ancient kerbal civilization in the desert which built tiered-pyramids and wore funny hats. Assuming that civilization dates to the same time period it does for us, kerbals were on kerbin at least 3000-4000 years prior.
  17. Don't worry @sal_vager, your not alone in your pc problems. My PSU died yesterday mid rocket-launch.
  18. I use a rover that can drive under and dock underneath base modules. This can then transport the modules to the main structure and attach them. When the landing legs are deployed, the base module is raised far enough up that the rover can drive out from under it. I also use this rover for evacuations (it can take the habitation module away from the base).
  19. Is this the second coming of autorove? EXCELLENT! Also, how could one make it so there is no extra part, its just integrated into command pods and probe cores?
  20. Just gonna say, hyperedit has a tendency to summon the kraken.
  21. Very icy water (I have a nasty habit of chewing ice when gaming) and something salty, most of the time it's Cheezits.
  22. I agree. The game has definitely reached a good finite state. Maybe Squad will go into cruise control, which would alleviate my worst fears of mods: incompatibility.
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