-
Posts
1,062 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by ThatGuyWithALongUsername
-
Yeah, the Magic Boulder should be around Ike again. I have no idea. Hey, at least modders who may want to mess with the GUI have access to it, since you're not allowed to decompile the unity files that have all the non-part textures, right? Kind of random, sure, but useful!
-
There is, but I saw no reference to the Magic Boulder(s).
-
Since the old textures are simple, one could probably make them more efficient while having then still look the same. For example, the parts that are only one color can be condensed down to a few pixels, and quite a few of the other textures can be decals that don't take up too much space. Even though we already have the old parts in the island airfield, just one more "relic of the old" to commemorate the old KSC isn't that bad. This thread is getting enormously off-topic, maybe this argument should get its own thread. ON TOPIC: I wonder how many colors the Magic Boulders come in? Is there still a "classic" green one? If so, someone has to put it back around Ike, where it belongs.
-
I agree with everything except maybe the KSC 2 ideas... I really don't want to start this up again, but if you're changing the KSC 2, why not... bring back a certain barn? Just, you know, because why not. Or just leave it the same, sure, it's ugly, but it's kind of a monument to the old KSC. Also, some Easter eggs should stay huge. The Tylo cave, for example.
-
Yep, I checked and I was going to post screenshots but you beat me to it.
-
They come in pink too! Also, to finally answer your question: Yes, there are multiple , though both were pink, so I don't quite know how random it is...
-
I wonder if there's a green one, like the original...
-
*Realizes I haven't looked at the last few pages of the thread* ... I can't tell whether I should feel incredibly stupid or very, very excited for the magic boulder's return. I'm so stupid. Sorry.
-
We don't know if there is a new magic boulder... this is just speculation. I hope there is, the magic boulder is always fun! I think... I doubt it would generate randomly, though, if it exists. The Magic Boulder is NOT an asteroid, I doubt asteroid generation code would allow for that anyways.
-
...one what? For monoliths, neither is true. There are several scattered across Kerbin and its moons in set, hard-coded positions, and they have been there since 0.15, I think. I may be wrong, I wasn't playing back then. There is only one magic boulder, and it used to be in a 15km polar orbit around Ike.
-
Why, exactly? Oddly specific... I guess the KSC one could be annoying.
-
Yes, but the magic Boulder might be at another point in its orbit, and it might be easier to slide the mean anomaly around then to guess numbers in the save file. It's just a suggestion.
-
As others have mentioned, try shifting the orbits. Use the graphical thingy in hyperedit and just slowly slide the bar around until you see/crash into something. Unless it's not there...
-
Yeah NVM they're huge now
-
I'm honestly not entirely sure whether they added the Magic Boulder back in or if they're talking being "Felipe" being in the name generator. I hope it's the Magic Boulder- I guess we have to start looking for it again! They didn't add anything to Dres, and I'm mostly certain of that. True description/KSPedia page has stayed the same, and the last line was added after 1.0, referring to the ring of asteroids. Sorry, but the monoliths aren't new. They've been in the game practically forever, the only difference is that they are slightly bigger now in 1.1.3. They also fixed some of them since a few were broken and underground.
-
Kerbal Space Program patch 1.1.3 is now available!
ThatGuyWithALongUsername commented on KasperVld's article in Developer Articles
I still haven't checked this out, been to busy messing with Kopernicus and stuff. However, that's a pretty nice changelog! Next time I have the chance, I'm trying this out. -
Actually, it loads upon launching the ship, I think, so we still wouldn't know where it is. Besides, they may have hidden it from the log somehow to make it more secret.
-
From the 1.1.3 changelog: * Added Felipe to crew name generation. We did it! Kinda wish it was a little more than that, however.
- 131 replies
-
- easter egg
- thank you
-
(and 1 more)
Tagged with:
-
Patch 1.1.3 now in experimental testing
ThatGuyWithALongUsername replied to KasperVld's topic in 2016
...it just did. Literally, go check it out. -
New planet
ThatGuyWithALongUsername replied to The Thyroid Man's topic in KSP1 Suggestions & Development Discussion
Actually, they were "confirmed", but they were supposed to be added- as well as many other features- in 0.19 (a very old alpha version if you didn't know). Unfortunately, they decided to not implement all the features in one huge update and add them in slowly over time. The only lost concept that made it was ore refining, and it was originally much more advanced. Although we know they were a fair bit in development (we have an actual picture of GP2), there has been no word on GP2 and GP3 and they have probably been abandoned by now. I very highly doubt at this point that we'll ever see them in the stock game, which is a bit sad considering they were great ideas. Thankfully, there are a TON of mods based off them (I even tried to make my own once, but I can't use Kopernicus very well ), so many I'm not going to try to list all of them. -
KSP Player's survey 1
ThatGuyWithALongUsername replied to TheGuyNamedAlan's topic in KSP1 Discussion
I didn't know what to put for question one, so I marked everything. I think I would go with "no because my rockets can fly" now that I think about it... -
The Dres thing is just stupid. Some people think it's a neat planet, some think it's boring. I don't see why this has to be a huge argument. In my opinion it's a good planet, the canyons can be extremely fun (I just got an idea). Maybe you don't care for canyons, that's fine. There really isn't anything else to say here.