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Everything posted by FungusForge
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Gas masks would be a priority for me. Raincoats and rubber gloves as well. I'd do my best to avoid general contact with people while stockpiling important things. And until I knew exactly how the disease transmitted I would walk around in my makeshift biohazard gear. After it is clear how it does and does not transmit I would adjust accordingly. If at all possible I would try to stay near a city, but not actually in one since, aside from the general dangers of panic, being in what is essentially the graveyard of thousands to millions of people is asking for a lot more than just the apocalyptic disease. I would also be perpetually armed. After everything has gone to poopie I would likely try and set up as a trader between survivor colonies.
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I've looked at quite a number of videos of an Iowa class doing broadsides with its big guns. Its both fun and terrifying to watch. That massive blast of exhaust gases fleeing the barrel behind the slug looks pretty dangerous, it looks very much like the impact alone could kill me if I stood under the muzzle of that gun. Now then, I'm curious if these same gases could still be dangerous in space, and what the extent of damage could be.
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The mission was simple: deliver a fuel tank to the Horizon 1 station. That went over smoothly. Rendezvous at just over 100m, docked the tank with over half its mono remaining. Time came to reenter Kerbin atmosphere to land at KSC. The solar panels started heating up a lot so I decided to pitch up, then the shuttle entered what I think is known a flat spin. Granted the solar panels stopped overheating, but I ended up falling a bit short of KSC.
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Magnetic boots
FungusForge replied to marcello639's topic in KSP1 Suggestions & Development Discussion
Yeah. However I believe its been said more than a few times the things in KSP are a bit denser than they should be. -
Magnetic boots
FungusForge replied to marcello639's topic in KSP1 Suggestions & Development Discussion
It'd be nice not to try and use an extra thirty parts to ladder your way around stations. -
I personally don't know how, but if this is overwriting stock files I'd suggest looking into making a Module Manager config. If you are planning to recycle models and textures it'd be better to either copy the part's config, or copy that part's folder and place it in your own Gamedata folder. This also make uninstalling the mod easier.
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You could always try and make some proper Mk3 wings. Or maybe some itty bitty wings. Or a bunch more armor panel shapes.
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Mk I cockpit with bubble canopy post 1.1?
FungusForge replied to Commander Zoom's topic in KSP1 Mods Discussions
You are a hero. -
Its spaceport link is, of course, dorked. However I believe someone uploaded it to curse so I'll try and find that. Found it! link However I use it and I will note that the deploying flagpole has the flags on backwards, it is especially noticable with, say the American flag, or the default KSP flag.
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Emergency Fighter Program (AKA Rathernotprogramm)
FungusForge replied to Piloter's topic in KSP1 The Spacecraft Exchange
I might just download the Natter and strap a bunch of BDA rocket pods and another decoupler to the nose. -
I don't why, but hearing that scene in kerbal voices made it stupidly hilarious. Rep for you.
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[1.1.3] BDArmory FPS - A BDArmory Expansion - 0.4 (9-10-16)
FungusForge replied to V8jester's topic in KSP1 Mod Development
Awesome! Now I can have platoons of infantry with purpose. -
What is your naming system for Planes/Rockets?
FungusForge replied to musicpenguin's topic in KSP1 Discussion
I always try to give them some meaningful names, like Eos and Astraeus are my soon-to-be geo-stationary fuel depots. They'll be on opposite sides of their orbits. -
[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
FungusForge replied to BahamutoD's topic in KSP1 Mod Development
Try setting the second craft to team B in the editor. Sometimes I've had guards refuse to acknowledge one of their buddies turncoat. -
leaping launch stabilizers
FungusForge replied to steuben's topic in KSP1 Gameplay Questions and Tutorials
Another fix here that just deletes the clamps after takeoff. -
Doing a hardcore save (no reverting flights) and got my shuttle intercepted by the launch clamps. Alt+F12 and enabled flight revert to save the 18 kerbal crew.
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Even the crawler way has a special F3 title. There might not be a difference at all and it's just random. I have no idea either TBH.
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I've liked the idea of an economic mode. On a similar note I've always hated cheating in money to fully upgrade the space center and then having to go back and get my money to a reasonable level.
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Yeah, I can't wait to have a massive fireworks show with the Genie.
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[1.1] BDArmory v0.11.0.1 (+compatibility, fixes) - Apr 23
FungusForge replied to BahamutoD's topic in KSP1 Mod Development
I don't know for sure, but I think Baha took all the add-ons that weren't updated to v0.9.0 off the OP since the update did funky things to turret and missile stuff (making all those outdated parts buggy paper weights). -
[SHOWCASE] Share Your Biplanes and Triplanes!
FungusForge replied to pTrevTrevs's topic in KSP1 The Spacecraft Exchange
Just a little biplane fighter I use as target practice.