Crusher48
Members-
Posts
91 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Crusher48
-
Rover Garage
Crusher48 replied to Paradigm Storm's topic in KSP1 Suggestions & Development Discussion
Basically, add a Rover Depot somewhere near Kerbin that can launch rovers? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Wow, I think that at the very least space fighters should rotate to fire on people (since a space AI would be difficult to make). -
So now cracked.com is using this. http://www.cracked.com/photoplasty_1626_23-insane-things-science-gets-closer-to-creating-every-day_p2/
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Maybe just attach a parachute to the cockpit? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Can you add more space missiles please? There is exactly one option if I want to have a missile battle in space. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
I think most things work in space somewhat well anyways (guns and lasers), but more focus on space battles could be helpful (for example, having units on guard mode in orbit automatically face an attacker). -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Bahamuto, will radar systems work in space in a similar way to how they work in atmosphere? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
swdennis, I really want to see a space battle, space battles would be pretty unique. -
In case you havent noticed yet, KSP is part of today's Daily Sale on Steam.
-
This is another interesting thing that needs addressing: It should be possible to rotate a command module's direction for purposes of controlling where the front of the navball is. This would avoid having to add in extra probe cores and/or docking ports for a craft that moves in multiple directions (such as a VTOL lander), but more importantly helps avoid having to stick a probe core on the front of a lander to drive it effectively (seriously, even the Rovemate's navball points straight upwards when the best way to drive a rover is with a sideways-pointing navball to show the direction the rover is going in).
-
Right now, all the rover wheels are packed into the end of the tech tree, meaning no rovers early on. However, we obviously still have gas-powered cars (like the Crawler and those various vehicles that drive around the construction buildings), so would it be possible to make a wheel that consumes a small amount of fuel to run early on? It would help with rovering early on, and later on it could still be useable in the same way that a fuel cell can be used instead of an RTG.
-
Finally, we might see the first space battle performed using BD Armory guard mode!
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Meh, I still like longer battles where armor actually matters. Whatever, everyone can configure it their own way. -
One major thing about KSP is that the modding community is very active, to the point where sometimes the devs themselves call on a mod maker to help develop the next version or just integrate the mod into stock. My question: does Squad still need to develop game updates, or could the game succeed without further development, relying on mods to continue adding new content?
-
I accidentially fired/deleted all my main kerabals
Crusher48 replied to cup a joe's topic in Welcome Aboard
I think you could try save file editing. Basically, make a new save (doesnt matter what type, you can even use an old save that has those kerbals), close the game, open the save file in notepad or some other text editor, scroll down to the end, copy the text for the kerbals you want to transfer, and paste into the save you want them in. Note that skills may be a bit wonky, and ALWAYS make a backup save before trying save file editing in case you kill your saved game. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Honestly, I decided to turn my DMG_MULTIPLIER down from 2000 to 200. At 2000, lasers were instantly melting through structural panels, and every hit from anything more than a basic 50-cal turret was a one-hit kill. Now, my tank battles are not decided by who fires first. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
If I mod in some AblativeShielding (the type heatshields use) onto Structural Panels to increase their value as armor, what sort of an effect will it have? What other options do I have to make Structural Panels more durable? -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
That gives me an idea: make a massive aircraft and try to bomb KSC against a swarm of defending fighters (maybe with 1 or 2 escorts). -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
Quick question: If I make something like a B-17 with a ton of gun turrets everywhere to fire at enemy fighters, will it actually be able to fire at and engage enemy fighters effectively? -
I still feel like there should be a way to dump supplies onto a ship where all the kerbals are quit. Right now I would think of using KIS with a small container to weld a small container to the ship so that it can be snacked on.
- 5,671 replies
-
- usi
- life support
-
(and 1 more)
Tagged with:
-
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
Crusher48 replied to BahamutoD's topic in KSP1 Mod Development
I just saw SWDennis' Tank Battles video, and for some reason his tanks did absolutely no damage to each other (except flipping them over), but in my tank battles my tanks all end up blown up by the first hit. Why is that? -
After several plane crashes, KSC has grounded all aircraft until safety advanced can be developed. However, Jeb still wants to fly a plane, despite not having access to aerodynamic equipment. The Challenge: Get a "plane" to take off from the runway at KSC and then fly for at least 15 seconds, without using any parts in the Aerodynamic tab, relying on body-lift from non-plane parts to get airborne.
-
[1.x] 5dim Military Contract Pack [v0.4] [2015-05-3]
Crusher48 replied to odin_spain's topic in KSP1 Mod Releases
I hope there are plans to add dogfight targets using BDArmory plane autopilot. -
Looking for mod to "change" parts while in orbit
Crusher48 replied to James1982's topic in KSP1 Mods Discussions
Yeah, I think KIS would work. You would load a container with the new antenna, then send a kerbal on EVA to attach it to the probe to upgrade its capabilities.