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Everything posted by Solarspaceprobe
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Solarspaceprobe replied to bac9's topic in KSP1 Mod Releases
Oh. Good point. Wish I thought of THAT plan. But it would be more convenient to have packs. I'll just do what you suggested. - - - Updated - - - Actually, it seems each part is it's own folder, making "packs" of different kinds of parts still desirable.- 4,460 replies
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The HERP jumpseat is impossible to exit, hatch always claims to be obstructed. I could really use a fix, since I need that jumpseat as a replacement for the broken, useless stock seat you can't put kerbals in from launch. - - - Updated - - - After some quick tests, I found it to work under many conditions, though oddly not when used in my vehicle...
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
Solarspaceprobe replied to bac9's topic in KSP1 Mod Releases
I wish this came in packs, I just want to make high-speed fighters and other aircraft, but this pack has LOADS of parts and is impractical for me to use because of size and RAM use.- 4,460 replies
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I might use those(I already use the AES for a mecha suit with twin BD miniguns and a BD crawler, you can get it on KerbalX), but when you think about it the stock game should have these seats fixed before it can be considered a complete release, since the common workaround is clearly not gameplay-friendly...thanks for the tip on pylons, I noticed but it's still frustrating on small craft, and tweakscale doesn't help much.
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[1.0.X] RecoverAll/DestroyAll - V1.2.2 - 07.09.2015
Solarspaceprobe replied to SpaceTiger's topic in KSP1 Mod Releases
Good idea, but does it just recover indiscriminately, or only parts in proximity to each other? The latter feature would be nice in case anyone has vehicles or flags on Kerbin they don't want recovered. -
[WIP] The Cities of Kerbin (Hex Blocks)
Solarspaceprobe replied to Eskandare's topic in KSP1 Mod Development
What I really want? Destroyable buildings/military bases for war series. -
Discovery / doing actual science
Solarspaceprobe replied to Twreed87's topic in KSP1 Suggestions & Development Discussion
I want to see this implemented, science isn't just "drop this sensor, oh look it gives us numbers", science is about changing perception, raising questions, and discovering new horizons! -
Poses for Kerbals
Solarspaceprobe replied to Delrey's topic in KSP1 Suggestions & Development Discussion
Funny mod ideas! I'd kind of like to see that. -
KSP - game or simulator?
Solarspaceprobe replied to ArgenTum's topic in KSP1 Suggestions & Development Discussion
I must say as a game it can be seen from Career OR Sandbox. Same for a simulator. KSP makes many sacrifices for gameplay however, in both modes. Therefore, I can't consider it a simulator first. However, I believe it should always be open enough on some mechanics that mods can turn it into a simulator for those who wish to use it in such a way. -
Screen recorder
Solarspaceprobe replied to TJPrime's topic in KSP1 Suggestions & Development Discussion
Just get Open Broadcast Software(OBS). It's free and it works great. -
The research building could have sample analysis equipment, and the complex could have sample collection gear for surface samples! Yeah, I like this idea if it's possible. But I would hope each upgrade would influence ascetics of the building(except maybe a few peices of internal equipment, but that doesn't make much sense for R&D and such because there could easily be, say, a sample analysis building because the R&D has so many buildings), which would be difficult to implement and model without wasting complexity and space.
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Parts fabrication building?
Solarspaceprobe replied to Arugela's topic in KSP1 Suggestions & Development Discussion
I don't see this being practical, but it sure sounds neat. -
Cooking the books!
Solarspaceprobe replied to JadedStoner's topic in KSP1 Suggestions & Development Discussion
Real cool ideas! I like the idea of having reports with info. -
Tweakable rover wheels
Solarspaceprobe replied to Crusher48's topic in KSP1 Suggestions & Development Discussion
Having more or less powerful motors could be very helpful. I like the idea. -
Instead of a bubble, a blue translucent coating could appear around the vessel's parts, making a tighter, more efficient looking shield model.
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Spoilers do NOT work outside of FAR/NEAR, so if you disallow FAR/NEAR in the main category you're disallowing spoilers as well. Because Stock would just see them as wings(and flying carts aren't allowed). I don't think DRE would change anything for a rover, except...G-tolerance, maybe? Still doesn't provide an advantage. P.S. I'm going to cry if they don't let us spawn kerbals into command seats from the SPH in the 1.0 release.
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Can't wait to beat commies!
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Female Kerbals- For The Public To Post
Solarspaceprobe replied to Dead Pixel's topic in KSP Fan Works
Actually, that's a movement or something. Really. "Oh gosh, the word "fisherman" is in a legal document! Forget terrorism, world hunger, water shortages, disease, and illiteracy, we must stop this horrible discrimination!" Seriously, put some of those more ridiculous causes in perspective and they go from stupid and annoying to laughable. -
I need an intuitive, simple leg system too, because what fun is a giant killer robot if you need 3 years of training to know how to use all the hotkeys and controls?