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KSP2 Release Notes
Everything posted by EdgySpork
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Seems like an improvement. Orbit is a tad easier now, therefore less frustration on my part. I think they've reached a good balance with 1.04
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Kerbies. Enough said
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This is amazing. Keep up the good work, looking forward to seeing this completed.
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[1.0.2]HGR 1.875m parts(v1.3.0 released)
EdgySpork replied to Orionkermin's topic in KSP1 Mod Releases
Does HGR have support for the Community Tech Tree? -
Does anyone else use CKAN to install mods, or is it better to install them manually?
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Are the parts especially taxing on RAM? There are lots of mods out there that I would be using if not for the RAM footprint.
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While scrolling through CKAN I found these mods that seemed to offer clouds and other visual enhancements, but they seemed to be incompatible. Maybe it was the Astronomer's pack?
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[DEVTHREAD]Pathfinder - Space Camping & Geoscience
EdgySpork replied to Angelo Kerman's topic in KSP1 Mod Development
Can't wait to test this out. Would any of these structures have mining capabilities for Ore/Karbonite and such? -
[1.0.2]HGR 1.875m parts(v1.3.0 released)
EdgySpork replied to Orionkermin's topic in KSP1 Mod Releases
Good middle-ground between small and large parts. Great work on the IVA's especially. 5 Stars -
What small mistakes did you make that ruined your mission?
EdgySpork replied to syfyguy64's topic in KSP1 Discussion
Forgot the orbital engine on my first Mun lander. Jebediah was lost in space for a year after that. -
I just did a fresh install as a result of too many mods. I always end up installing a ton of mods, but the majority of the mods never get any use and simply clutter up the catalog unnecessarily. If I had to narrow down mod choice to a list of around 15, which ones would be considered most essential? Just looking for opinions and whatnot.
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[1.0.X]Engineering Based Tech Tree (with flight first option)
EdgySpork replied to Probus's topic in KSP1 Mod Development
Amazing job. The amount of choice afforded in this tech-tree is astounding. -
Sounds interesting. Looking forward to testing this out once its been finished.
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Looks interesting, I'll give it a try right now.
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You could always edit the part configs more to your liking,
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You can always pack more batteries! More power storage means more time without needing a recharge. With the new service bays I've managed to cram around five or six of the starter battery packs into one space.
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What new parts could the game realistically use?
EdgySpork replied to Frostiken's topic in KSP1 Discussion
Perhaps a smaller radial drill for resource-gathering landers, to allow a small taste of the mining component of the game before the relatively pricey nodes for ISRU are unlocked. Furthermore a smaller probe-sized ore tank would allow very basic resource collection without enabling it as a core refueling mechanic. -
What is the rationale behind playing completely stock?
EdgySpork replied to falloutaddict's topic in KSP1 Discussion
Although I employ a variety of mods in my most recent 1.02 save, I haven't used or don't often use a majority of the parts or capabilities added with said mods. I guess I just keep them there in case the need arises for me to utilize them at some point. -
did your KSC survive the explosions? :|
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How many boosters are there?!
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Why thank you!
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Hitting a parked spaceplane with a different spaceplane. It wasn't showing as a vessel on the map because I had craft display disabled.
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Just made a new forum account, I had a different one about a year ago, but my email was deleted and I just decided to make a new one. Glad to see the game at 1.0!