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Everything posted by Zeroignite
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I'd noticed the bug, but never thought of using if for strut-scanning. Awesome tip, and a +rep.
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That's the pink "target" indicator.
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zekes went to space today The eye is kind of freaking me out.
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Exactly this. It just fits so perfectly.
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[1.2] Procedural Fairings 3.20 (November 8)
Zeroignite replied to e-dog's topic in KSP1 Mod Releases
That's actually a pretty good idea. In fact, e-dog might consider doing that for next release, since confusing the two seems a common problem. -
I for one don't like the idea of KSP auto-updating... a lot of updates break savegames, and I like to maintain clear control of my file structure for that kind of thing. Also, the devs get more money if you buy directly, even if you transfer to Steam afterwards.
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I think the most ribbons-ing I've gotten done so far was back in 0.18, which has since been replaced in my sig by the newest game version. I was sticking bases everywhere The x I added on Laythe was a botched rescue mission that ended up killing more kerbals.
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I think Dwarf Fortress is harder, but yeah, this is up there. The cool thing about KSP is that you can start having fun right away and understanding some basics, but there's always new challenging things to try.
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[1.2.0] Precise Node 1.2.4 - Precisely edit your maneuver nodes
Zeroignite replied to blizzy78's topic in KSP1 Mod Releases
Ok, this is easily my favorite manuever node editor now. Easy to use and understand. Just today I launched a 5-vessel Armada to colonize Duna. Using this plus the alexmoon porkchop plots, it was easy to make sure my scout rover arrived first, as well as sending an extra ship that had missed the proper launch window. The real test will be to see how well I can hit an especially ideal Moho transfer window in a bit over a game year -
I brought Jeb home from a Gilly expedition, then launched a 5-vessel Armada to colonize Duna. Currently I'm mapping Pol and my second Joolian probe is nearing the system. Kerbal Alarm Clock is a wonderful mod
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I feel a whole lot of people here are saying "not having female kerbs doesn't hurt me, so I don't think anyone else should care. Those people are akaik almost all men. Listen, you're accustomed to having representations of yourselves pretty much everywhere. There is basically no significant space in gaming that's a "girl's club" where men feel excluded. So, try to listen to the women here when we say "this is problematic for us", ok? And here's a metaphor which makes my point more eloquently than I can: A Parable of Privilege
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It can still be canon that Kerbals are unisexual and reproduce by fission or whatever, but having things recognizable as male and female is clearly pretty important.
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Currently I do most of my interplanetary launches directly from Minmus. I have a kethane and ore mine running nice and efficiently. ~300m/s to escape is a nice deal.
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[1.2] Procedural Fairings 3.20 (November 8)
Zeroignite replied to e-dog's topic in KSP1 Mod Releases
FWIW, I decided to remove the procedural fuselage from my install. Too many accidents where I confused fuselages with fairings... -
No. This mod only changes the distant view of planets, i.e. how they look when you're at least in low orbit. Also that screenshot is from an ancient version of the game.
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Who here has landed a usable aircraft on Laythe?
Zeroignite replied to thereaverofdarkness's topic in KSP1 Discussion
This map? [huge image] Yep, Laythe has some amazing cliffs. I think the most dramatic is around -20, 180 -
I remember when I my own high-res topographic map of Kerbin a while back, one of my first thoughts was "ok, who drew a big smiley under the ocean?"
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[0.22] Extraplanetary Launchpads Legacy Thread
Zeroignite replied to skykooler's topic in KSP1 Mod Releases
Ahhh, thank you! :hugs:Might be good to put future download release links in giant text so they're not easily missed. -
[0.22] Extraplanetary Launchpads Legacy Thread
Zeroignite replied to skykooler's topic in KSP1 Mod Releases
Oh dear, I missed the 3.2 release somewhere. Link please? <3 -
Ker-Bull Air Race (New Update to Better Gates)
Zeroignite replied to Darren9's topic in KSP1 Challenges & Mission ideas
I throttled down to about 60%. Jets at 200m/s don't lose speed very quickly... perhaps the thing to do is climb steeply right after getting through Gate 1 to shed speed, then dive, throttle up, and try not to hit deck. Nice time, DerWitze -
Yes. This.Hell, 80% of the time people here address me as "he" even though my sig explicitly states otherwise. It's frustrating to be essentially made invisible.
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[0.22] Extraplanetary Launchpads Legacy Thread
Zeroignite replied to skykooler's topic in KSP1 Mod Releases
What's the status of building/recycling non-pumpable resources? Looking forward to that build.