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Everything posted by lordmuffin
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Everyone has their favorite character in a video game, so what's your favorite kerbal you've had? Mine is a kerbal named Jedrod, who went on a Duna mission that failed but was rescued. He was the only survivor.
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Polygon Projects NOW HIRING! Hello, and welcome to the first thread for Polygon Projects! As of now, we are hiring. Positions Available: (These are just titles, that's all.) CEO (Taken, by me) Head of Engineering 1x Engineers x5 Aerodynamic Engineers x3 (For building spaceplanes) CATALOG: AIR ROCKET MK I The first of our (experimental) disposable spaceplanes, this craft is a disposable drone spaceplane that is used mostly for putting small probes into orbit. This craft comes in three versions: MechJeb, Karbonite Kollector and Stock. DOWNLOADS: Karbonite Kollector: https://copy.com/yFdWqkEvhKLq07IX MechJeb: https://copy.com/4uTZePBttMFe7eXV Stock: COMING SOON! That's all for now, we will be posting spacecraft soon. EXTRAS EXTRAS EXTRAS! A world of text: http://www.yourworldoftext.com/~lordmuffin/
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Kerbals are a sentient form of life, who live in the KH4R system, 12 parsecs away from the homeworld of the Drachma Space Initiative., the planet Drachma, in the Cantar system, 30 parsecs away from the remnants of Earth. Log of Colonel Isidor, of the USS Brave. Discovery After years of search by the DSF (Drachma Survey Fleet), they found a system alike to the Old World, or Earth. Well, before the sun died, anyways. Now it's just nothing. Just dust and gas. They sent in a ship to investigate, and what they found? They found the first extraterrestrial lifeforms. They were primitive, but they did have a space station and we saw remnants of a lander on the first moon of their homeworld, KH4R III. The dialect on the lander was unreadable to any of us, so we assumed it was something on the surface of KH4R III. After we put a probe in orbit of KH4R III, we detected other crafts nearby. After a while, a space station came into view. Primitive, about what the ISS looked like before it was de-orbited. There were also many debris nearby, suggesting failed docking attempts. We tried to open communications, but they didn't have communication abilities on any of their spacecraft. Afterwards, we sent an unmanned lander down onto KH4R III. It landed near what appeared to be a runway. We rotated the camera to see a spaceplane being rolled onto the runway. One of the beings noticed it and came running over. He had a large, green head, with big eyes. He had black hair on the top of his head. He was tapping the glass, very curious. He called some others over, with a high, distorted voice. They started dragging the lander into a large complex of buildings, which we assumed to be some sort of research area. When they dragged it inside, we lost communications. That's all for now, this is my first fan-works ever, so please leave constructive criticism. I got the idea to do this from NASFanboy, who made this: http://forum.kerbalspaceprogram.com/threads/49617-On-the-Origin-of-Kerbals Check him out!
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Kopernicus Core - Version NAN - Outdated
lordmuffin replied to _Augustus_'s topic in KSP1 Mod Releases
Ah, okay, I was looking for a menu while loading the game. The planets don't appear in the tracking station. But now I realized I have an outdated Module Manager, so I updated, let's see how that goes. EDIT: Nope, still doesn't work. -
Kopernicus Core - Version NAN - Outdated
lordmuffin replied to _Augustus_'s topic in KSP1 Mod Releases
But I have module manager... -
This seems too realistic for my pretend space game. I heard you could edit bodies, right?
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Kopernicus Core - Version NAN - Outdated
lordmuffin replied to _Augustus_'s topic in KSP1 Mod Releases
So, I tried to install this, and whenever I do try, it never shows up. Do I have to put the Kopernicus_PF folder inside the Kopernicus one? What am I doing wrong? -
[EARLY WIP] KerbolPlus - New Planets For The Kerbol System!
lordmuffin replied to Nicholander's topic in KSP1 Mod Development
No doubt all of us have been waiting for a reboot of this awesome (yet ram-melting) mod. Can't wait! -
Ah, I see... thanks!
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Basically the title. Do you have to be a certain level to give rep? Just wondering.
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This is my first very successful plane. Be warned, though, that I did use infinite fuel, because that's what I do for all my first tests. Haven't tested it without that, so I guess you guys can. The non karbonite version only requires MechJeb. Then there is the Karbonite Harvester version, to harvest Karbonite from the air. I'll try to get a stock version soon. DISCLAIMER: THIS MIGHT ONLY WORK WITH FAR/NEAR Here it is, the Air Rocket Mark I: Download! Karbonite Harvester Version: https://copy.com/yFdWqkEvhKLq07IX MechJeb Only: https://copy.com/4uTZePBttMFe7eXV Stock: COMING SOON!
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First Jool mission, how to start?
lordmuffin replied to lordmuffin's topic in KSP1 Gameplay Questions and Tutorials
Mainly what I want advice with is BUILDING the craft, I'm good enough with transfers. -
First Jool mission, how to start?
lordmuffin posted a topic in KSP1 Gameplay Questions and Tutorials
I'm thinking of doing an interplanetary mission to Jool and it's moons on my Sandbox save, so how do I go about it? I know I have to use some kind of nuclear rockets, but that's about it. -
I've heard people talking about an "LFO converter" and I was wondering where I could get one myself. Edit: Was also wondering how to make stuff able to be tweak scaled, if that is possible.
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So at my local mall area, they have a place that has a 3D printer. I've printed some things, and was wondering if SQUAD would implement some kind of thing to make our ships printable. (Like some kind of new file format or a converter) I, for one, would think that would be AWESOME! I would love to print my craft and stuff.
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Dunar Coordinates 25 99: The site of my first Duna base, Duna Express. Sadly, my resupply mission crashed into the base and exploded it. Munar Coordinates 0 103.8: First Kethane mining operation. Munar Coordinates 43 20: First Karbonite mining operation. Munar Coordinates 47 -158: First Munar landing
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[WIP] Karbonite Plus (K+) - a Karbonite Expansion
lordmuffin replied to RoverDude's topic in KSP1 Mod Development
Would it be possible to add a device similar to the Kethane device that turns kerbals into Kethane? I would love to have that, to fuel my evil kerbal scientist desires -
Post your reaction images. If you don't know what they are, well... "Reaction Images are images or animated gifs that are meant to portray a specific emotion in response to something that has been said. They are commonly used in discussion threads in a similar fashion to emoticons." Source: KYM Anyways, some rules: No swearing or obscenity in the images. (If you want, you can censor it.) Oh, and no discriminatory stuff either. My first one:
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Dancing kerbals
lordmuffin replied to rambo272727's topic in KSP1 Suggestions & Development Discussion
I would like to see activites in IVA, like on space stations. Ideas: Exercising Playing games Watching movies (like the little clip things from the Sims tvs) Talking to each other Personally, the "statue kerbals" in IVA really bother me. -
The Other Linux Thread
lordmuffin replied to skeevy's topic in KSP1 Technical Support (PC, modded installs)
[Exception]: NullReferenceException: Object reference not set to an instance of an object Sometimes when I switch back from a craft back to KSC, it gives me this and doesn't let me click on any buildings. -
Like, your favorite songs, I guess.
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I usually listen to the songs you find on the 3DS version of smash, and my own personal mix of my favorite songs. Please share your songs!
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[1.2.2] B9 Aerospace | Release 6.2.1 (Old Thread)
lordmuffin replied to bac9's topic in KSP1 Mod Releases
I have this problem, and I can't figure it out for the life of me! Here's a log: (Filename: Line: 1633) The referenced script on this Behaviour is missing! Here's an image of the problem:- 4,460 replies