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Everything posted by zzguy
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For the users who were promised free dlcs if we bought it before the certain date, how will we redeem our copy? I transferred my KSP to steam a while ago; will I just get a key from the KSP store?
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I think passinglurker is simply trying to hold squad to a their own standards of quality. It doesn't quite make sense for the devs to release parts/textures that are in any way half baked or not consistent with the level of quality and detail found in the rest of the game. It may seem like he's nitpicking small details, but being lazy about the small stuff can snowball until three dlcs down what we get is really bad compared to the stock game. And I think the barn was bad in many ways, not just texture. Any kind of industrial warehouse could have sufficed in it's place.
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KSP Weekly: The flight of the Norge and forging missions
zzguy replied to SQUAD's topic in KSP1 The Daily Kerbal
Which Q&A page? Link? -
Any chance for non-Kerbin bases?
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Any chance of a runway that comes out of the side of a mountain? Like the one in Captain America?
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Rockets always need more wings that space planes Reanimating dead kerbals is encouraged Kerbal is spelled Curbal
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When you reanimate your dead kerbals so you can force them into more rockets.
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Reanimate the dead. You are turned into a sick baby space kraken and put into the almighty Kraken's Apothecary, what do you do?
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Take 'Em Down! (Inspired by the Elevator Thread(s))
zzguy replied to Starwhip's topic in Forum Games!
I grab a wand and summon an army of the dead. -
False I watched the magic pineapple launch the user below my is a magician of some kind
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6.5/10 Nice use of signature room
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An invisible man touches bumps into me on floor 67. I use my magic and turn myself invisible as well.
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Ask a stupid question, Get a stupid answer back.
zzguy replied to ThatKerbal's topic in Forum Games!
Yes, get there by going through Mauna Loa. On the topic of w̹i̪t̘̲̖ÉÌÂcÕh̺̮ÃŽc̲̫Õ̯rÖ̻aÌ–Ã…fÌŸtÉ̫, how do I slam a revolving door? -
Damn kraken is still here in 23.5, still attacking!
zzguy replied to TheScareCake!'s topic in KSP1 Discussion
It appears you too, have stepped into the Kraken's Apothecary. -
[1.1.x] CoolRockets! Cryo and Launch Particle FX
zzguy replied to sarbian's topic in KSP1 Mod Development
KSP is getting more realistic each day... -
[1.0.2] WarpUnlocker v1 (faster time warp, no altitude restrictions)
zzguy replied to acerola's topic in KSP1 Mod Releases
With this mod you have opened a portal to the realm of the Kraken. Let us hope it doesn't notice until it's too late. -
[1.0.4] Smart Parts v1.6.6 | DDS Textures and Bug Fixes | July 5
zzguy replied to Firov's topic in KSP1 Mod Releases
Very useful parts! I hope these are the first of many. -
[WIP] CoffeeIndustries Plane Parts - Jetliner and cargo planes
zzguy replied to CoffeeSE's topic in KSP1 Mod Development
I will have many uses for this. Amazing work! -
Does the clamp-o-tron actually work?
zzguy replied to Derivative's topic in KSP1 Gameplay Questions and Tutorials
Try setting the other docking port as target. -
Nice, keep up the good work!
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[WIP] Titan - Transport & Utility Vehicle v0.1 (Image Heavy)
zzguy replied to VlamBallas's topic in KSP1 Mod Development
I think you should keep the bottom cargo bay doors. Not only would it keep the flying saucer feeling it would allow you to put in some kind of elevator into it. You would have to finish the landing gear first, but imagine those awesome doors opening and a large platform lowering out of it. -
I have found that most mods that contain .craft files put them into the default ships folder. But I have found that this causes the game to classify the modded ships as stock and makes it unable to be deleted. I wanted to know if there was some kind of bug or reason that people don't just include a ships folder in their mod folder. This would allow them to be distinguished from actual stock ships.