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Arron Rift

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Everything posted by Arron Rift

  1. Did you say cargo bays? :D Also, any chance you could release an optional texture pack that removes the squids? I did that myself once and they blended in much nicer with the rest of the craft.
  2. Hey guys, I've been away for a while, but I was wondering: Did either of those new cockpits came out while I was away?
  3. Does it affect moons? I mean does Kerbin's light hit Mun at all?
  4. How is Canada in the European space agency?? Aren't they on the wrong side of the ocean?
  5. Have you considered using the new clear pod software for the cockpit so we can see the pilots while we fly? Maybe do it as a 2nd part though for those who are worried about performance. Just curious.
  6. I WANT THAT COCKPIT!!! Btw, you don't need permission to do B9 stuff do you? Licenses always confuse me
  7. When do you lose the ability to revert? Once I go to the space center?
  8. Very awesome looking! But how are they different from normal ions? And how "realistically" balanced are they?
  9. Nice! Now maybe I won't have to keep making a "home" quicksave on the Launchpad just in case. When do you lose the ability to revert?
  10. Um, what was this thing before they removed it?
  11. YAY! MAybe I'll finally use a controller! (once B9 works...)
  12. YAY! Cockpit updates! I love cockpits and can't get enough of them. Would you guys mind posting updates on their development whenever new stuff is coming along? Also, what exactly is the benefit of the nose pointing down? I'm no aerospace expert. Also, any chance we could see a cockpit with a cargo door on it someday, like the military planes have? It would allow cargo spaceplanes to put the engines on the back easier.
  13. OooOOO, where can I get that "herp"? Is that from the exploration pack? (Edit: Hey hey, I'm #400! Do I get a prize? )
  14. Very nice update! Out of curiosity, how well do the new floaties work with Hooligan Lab's water? Also, what's the difference between the airbags and the floaties aside from shape and color? Do the airbags not float, and/or do the floaties pop easier?
  15. So to be clear, is this related to building stuff, or is it essentially very valuable that you can fill a tank with and recover on Kerbin, earning a profit? Is there any value for this in sandbox mode?
  16. Maybe you should make the pieces able to store snacks
  17. Oh no no, I'm not talking "current" stock, I meant WAAAY out someday when Squad adds a lot of stuff that is only in mods, like mining fuel, then they may want to add a gamemode like this. The more I'm thinking about it this sounds more like a mod package with Karbonite, EPL, interstellar travel, and a new plugin that basically gives you a starter ship and removes the KSC. Would removing the KSC even be doable for a modder? Or is it too entrenched in the game's code?
  18. So....any news on the HX cockpit? Any sketches on napkins...anything? I'm just so excited
  19. Well, I don't know. I was thinking the game pretty much ends when you reach the new planet. This mod/game mode would pretty much just change Kerbin and remove the KSC, making you start the game in the tracking station instead. Most of the elements already exist across current mods, such as Karbonite and Extraplanetary Launch Pads. Perhaps the most direct way of making this would be a mod-package that sets you up with those two mods, a planet way out in the distance, and somehow disables KSC, making you get to the tracking station and science page through the pause menu.
  20. I had an interesting idea today I wanted to share with you all. I'm not sure if it would be better as a Mod or as a future part of the Stock game, so I'll let the mods move this as they see fit. Description: The worst has happened. An extinctor-class asteroid has struck Kerbin, mauling it beyond recognition and scattering toxic compounds into the atmosphere such that Kerbin can no longer support life. But in Kerbin's dying moments, it managed to launch one final rocket carrying it's brightest engineers and bravest pilots. This is where you come in. You begin your journey as the last starship, adrift among the debris that was once Kerbin. You must hunt for fuel, ore, and science to advance your colony until you can eventually carry crew to a distant star with the next habitable planet, where your colony can begin the Kerbal race anew. This is the end, but it is also the beginning. You have only 10 pilots in your colony, so guide them well, as you won't be getting any more. So, what do you think? Any questions? (BTW, if any modder reading this is interested in making it real, feel free, though I'd appreciate "having my name in the credits" so to speak )
  21. Congrats on getting featured! I knew you were on to something big! Modding Monday 9-22-14 http://kerbaldevteam.tumblr.com/
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