Jump to content

Wabbit

Members
  • Posts

    365
  • Joined

  • Last visited

Everything posted by Wabbit

  1. Yeah, I am already following a thread like this, but with EVA. Kerbals Being More Petloke
  2. I might be able to write something for it if I can find the values for Kerbal movement. and i have to find out how to have something turn off on entervehicle so it dosen't spam the console with errors. Another thing to know is how to do max dist. From craft
  3. I like flag planting. It is more symbolic, and besides- there are issues with just stepping on it. If you can't land, you can just EVA and die on impact, but you still touched it. You can also just come by on a close pass, skim it, and fly away with your SCIENCE!
  4. 5/10 vurry stupid Photoshop Wizard m8, then Guy in the soacesuit
  5. If you look at the official KSP to-do list, they are planning on adding a second gas giant.
  6. This is what I was thinkin when the post was new, like every randomly picked (10-60) seconds, kerbal moves randomly picked (1-360) for a distance of (5-30), and then check if he's standing in a scenario or zone which can trigger an animation every once in a while, which can be done by checking every x-y ticks (since I have no concept of tick-based time) so it's not repetitive and flat.
  7. These are some good crafts! Would you consider a partnership between Rune's slightly used Vehicles and Pancake Aerospace Industries?
  8. If Dmp dosen't work we could always do the ol' save file swap
  9. I'm working off an ipad atm, the earliest I can get on is around 4 central time
  10. Wat do you mean your CPU won't handle it? I am using a $200 laptop and it works just fine for me.
  11. MODS DMP(obviously) Firespitter Hooligan Lab Balloons KAS Modular Colonisation HyperEdit (building purposes) - - - Updated - - - I know how to install mods, I meant to make the server.
  12. So, the island airfield. I have some pre-existing stuff there, but it is outdated. Now with the KAS mod, I can have a refueling station that actually works! And with Firespitter I can have helicopters, and put a helipad with Hyperedit. It's gonna be awesome! Pictures coming later today.
  13. Does it need port forwarding and a configured run.bat and stuff?
  14. I've actually been reading all these for over a year on the Mindspring site, not knowing they had any forum connection. It actually inspired me to make my own mission reports, with kerbal personalities and stuff, good job on it!
  15. Yes, this is the thread! The thread to rule them all! So yeah, this is where the guys from Pancake Aero discuss and plan the laythe mission! Ready, set, laythe! - - - Updated - - - PLANNING GOES HERE Stage One: Build a lifter, transfer stage, and habitation module. We MAY use Modular Kolonisation, since it's basically built for this. After the crafts are built, we send out two seperate crafts: The hab unit, with supplies and solar panels, and the lander that carries the kerbals. Are we doing is in dark multiplayer?
  16. Yeah! If this happened, building bases might also be more fun. Especially on Laythe, where I am planning on starting a big colony campaign. Maybe, with certain mods we could make custom moving nodes (ex. map out the walkways above your base so they walk across them and don't just waddle off)
  17. Or get them up there in a parachute capsule, or an actual helicopter.
  18. Just magic yourself some money and imagine a loan in the persistence file
  19. Maybe also, if it actually comes to AI, we could do some kind of "be useful and do ****" mode, where they survey the surroundings, make some EVA reports and surface samples or get to work fixing solar panels.
  20. Thanks for this! Brings so much to the game, especially in the sense of not having to fly a craft over, put its coordinates in hyperedit and save it, this actually adds an actual BASE! Consider this a subscribe.
×
×
  • Create New...