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Everything posted by Angelo Kerman
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That made my weekend. "It's far easier for civilized men to behave as barbarians than it is for barbarians to behave like civilized Men."
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I conducted a test flight of my Voyager-class Deep Space Carrier. It's inspired by Project Grissom.
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I think Val is testing action/reaction collisions... with her fist!
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I believe that when the two ships locked together, they merged their turbolifts.
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(hello from the new place, setting up still...) A fight to the death!? Oh mmmyyy! Reminds me of this: Really looking forward to how this plays out!
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
In game terms, as an example, the ship’s mass will go from 1,000 tonnes to 1 tonne and its engines will suddenly be more powerful. That is how the Mass Effect works too. The field is set up so that engine propellants are somehow not affected by the Mass Effect the moment that combustion occurs. The part will also have a structural integrity field to strengthen joints so the ship doesn’t fly apart. There is a wiki for how the mass effect works somewhere… -
I'm delighted to see you return @Mister Dilsby, and thank you for continuing your outstanding story!
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
They will not interact. You can either use the warp engine or the mass effect core, but neither at the same time. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Yup, that’s the plan. It will interfere with the warp engine and vice versa, but the ship’s mass will be reduced when the part is active. It has to disrupt the warp engine since warp tech is built on vessel mass and the mass effect will mess that up. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Heh! Go look up what neutronium is, it provides a clue. Specifically in regards to the periodic table -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Ok here is a hint: neutronium has no protons. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
It also isn’t a gravitic engine from Kerbal Flying Saucers, but it is something that I wanted to build before I created the gravity field engine. The gravitic engine was a fallback design, actually… At any rate, I have to build the other multi-segment warp coils before I can get to the new parts. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Well, it isn’t a jump engine. Though I originally wanted three FTL modes for Blueshift, the warp tech went out of control, so now it has warp and jump gate tech. Warp gets you there eventually, jump gates get you there fast. -
kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Small victory, but still... Finally figured out how to fix the pitch black endcaps on the mid-section warp coil variants: Now I can make the S2 and Mk2 multi-coils, and learn more about how to use Blender- I have an idea to make USS Excelsior-inspired Mk3 warp coils. FYI, these aren't the new device that I'm referring to. -
Dilsby is boarding Newdun’s fighter? Meep! I missed that part, along with the five large gyroscopes in Intrepid’s forward L and R pods!
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kerbal ftl [Min KSP 1.12.2] Blueshift: Kerbal FTL
Angelo Kerman replied to Angelo Kerman's topic in KSP1 Mod Releases
Glad to hear. I'm still working (slowly) on the update, so expect more changes later in the month. I plan on finishing the multi-segment warp coils, and I'm working on another device that'll make use of Graviolium... -
In recreating the ships and re-reading the mission report, I wondered how the I-beam torpedoes could work. Then stumbled upon something that the Kerbulans should not be made aware of, courtesy of @JadeOfMaar's reference... Those I-beam torpedoes? Yeah, they can work too. Man, so excited to see more Kerbfleet, heh!
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Hey, wait a minute, that Voyage thread isn't a mission rep- oh, a mission patch!
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Ok, please check your PM @Mister Dilsby, got some new updates for you.
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Before I forget, be sure to grab this mod: This will allow you to see all the new suits in IVA, just like the old days.
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For the "Acting! Toggle Helmet" button that you'll find when you right-click the kerbal, I bypass the check for atmosphere and just let the kerbal remove his/her helmet. Your stunt-doubles will just have to hold their breaths.
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Yup, I solved that helmet issue. I'll update Wild Blue Tools and ping you when that's done.
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@Mister Dilsby I absolutely love that mission patch! I'm honored, thank you. As for the custom kerbals, fear not, there's a solution built into KSP: ... And I'm pretty sure that I've already solved the helmet issue, I just have to dig through my notes. I vague recall asking Squad to give us a way to check to see if it's ok to remove the helmets specifically for cases like mission reports and dome cities...
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Woo hoo! Never thought I'd see the day of more pages!
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