-
Posts
1,319 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by RocketSquid
-
You really should. They're great mods. Just a warning about the harpoons: Do not use the harpoons while your ship is rotating. I tried with an asteroid capture ship and managed to miss the asteroid entirely and take out some solar panels.
-
Make a wish... and have it horribly corrupted!
RocketSquid replied to vexx32's topic in Forum Games!
Wish granted. Everything you ever wanted as of 9:00 on December 18, 2015 will come true 7 minutes after you die. I wish that I could un-corrupt sfs files. -
Under no conditions should the magic boulder be fed the blood of 23 sacrifices. If the magic boulder is fed with the blood of 23 sacrifices, please deactivate all light sources (including stars) that can or do cast light on the magic boulder. Side effects of the magic boulder include rashes, vomiting, spontaneous cheese emission, allergy to phones, and bioluminescence of one or more of the following spectra: violet to blue, green to orange, "eldritch light" to "unearthly glow", and x-ray to gamma ray. If any of these symptoms persist for more than 3 days, please call a doctor and begin preparing a funeral pyre. Should you cut yourself on the magic boulder, please get a minimum of 30 meters away before crying and or bandaging your wounds.
-
Rubber rockets mod: All parts are now assumed to be rubber, and thus will bounce, bend, and stretch. All kerbals are also assumed to be rubber, which means 100% more non-glitch related 100 meter long kerbals!
-
What is the most HORRIBLE way one of your kerbals died
RocketSquid replied to 322997am's topic in KSP1 Discussion
On my old computer, parachutes suddenly started bugging the game out some time between beta (when I got the game) and 1.0 (right before I got a new computer). Unfortunately, Jebediah was in orbit when this chute-breaking update occurred. He would have been safe, albeit trapped, if I had played it safe, but unfortunately one stray click sent him warping to the ground. No part of him or his craft was ever recovered, and I never played that save again. -
I'm looking back at that heat shield mod from a while ago. Those textures would be awesome for a re-texture of the stock shields
-
It is rather white. I have heard that some people have made a patch that lets you customize the look of the forums, or at the very least makes it look like the old forums.
-
One of my friends built a plane using only control surfaces, no actual wings. It was fairly impressive, despite being all of 9 parts. It couldn't carry and oxidizer, so that could be a problem.
- 6,455 replies
-
- totm mar 2024
- kerbfleet
-
(and 2 more)
Tagged with:
-
An Actual Space Center, Maybe?
RocketSquid replied to Matuchkin's topic in KSP1 Suggestions & Development Discussion
This is interesting. I think the KSC is located in a good place right now, but I would like to be able to extend it towards the water (for easier boat launches) and maybe add new buildings such as a supercomputer for in-game orbital calculations.- 38 replies
-
- more chicks
- more strips
-
(and 1 more)
Tagged with:
-
I agree that you should not just be able to move a satellite to satisfy 3 different companies, but I think that you should be able to re-use them if the purpose is similar. In real life, if one company wanted a satellite to monitor weather data, and the other wanted a satellite to take pictures every other day, The same satellite could easily be used for both, assuming it was in the right orbit to do both simultaneously. I think that for some contracts, it should be "Send up the satellite and keep it there for x amount of time. You get the full pay as soon as it is in the correct orbit, but if it gets put into a significantly different orbit too soon, you get penalized. Essentially, I think contracts should have a purpose, not just conditions to fulfill. The purposes would alter some things about the craft, for example a comsat would need a fast antenna, a monitoring satellite would need scientific instruments, a Kerbolar observation probe would need GravMaxes or some other instruments for observing the sun. A satellite with no antennae is useless, but antennae are not always a requirement for satellite contracts. I also support adding more nuanced contracts. For example, you get a rep bonus if you fulfill a contract while sporting the flag of that company.
-
My general ksp game flow is: Do all sorts of stuff in sandbox, ranging from silly (Seperatron powered SSTO) to serious (VASIMR operated duna missions). Take the most practical ideas into career or science. If they are functional but too high level or expensive, I go back to sandbox to make a cheaper one. Launch the best, most efficient, and cheapest rockets that come out of the career-box strategy in career. Use the most fun ones for sandbox. I spend a lot of time in sandbox, testing the stupidly fun or amazing-but-expensive ideas, and also sending random objects into orbit.
-
Any ideas for alien Civilization?
RocketSquid replied to Curiosity7907's topic in KSP1 Mods Discussions
I suggest one of the Joolian moons as the origin point for these species. Laythe certainly seems habitable enough, perhaps even an aquatic species. There could be something on Eve too, but it seems a bit unlikely given the overall inhospitably of Eve. I do enjoy the idea of squid-like aliens, since they would need very specialized spacecraft. The problem I can see arising with adding aliens is that they would end up being one of a few things: A second space program, launching more rockets. This is the best option, but it is the most performance-intensive and coding intensive option. A very elaborate easter egg. This option makes it kinda pointless, if you ask me. Glorified rescue contracts. This is probably the safest middle ground, but is still a bit boring. Diplomacy system. This would make it interesting, but would probably be more fun in sandbox than in career. However, you could do some interesting things with science/rep/funds exchanges between kerbals and aliens.- 12 replies
-
- ideas
- addon plans
-
(and 1 more)
Tagged with:
-
[1.3] kOS Scriptable Autopilot System v1.1.3.0
RocketSquid replied to erendrake's topic in KSP1 Mod Releases
How do I use this with Infernal Robotics and KER? -
[Released] Free IVA Alpha v0.2.1 [1.12.x] (2022-11-24)
RocketSquid replied to pizzaoverhead's topic in KSP1 Mod Development
There seems to be an imaginary transparency tube going through the center of every pod, making the walls transparent but the hatches permanently opaque. -
Moon landing? You mean Scott Manley parking his car. Scott Manley doesn't need an e in his name.
-
I sense a great disturbance in the force... Almost as if Kuzzter will use TweakScale.
- 6,455 replies
-
- totm mar 2024
- kerbfleet
-
(and 2 more)
Tagged with:
-
Haven't played in a couple years : is hard-docking possible yet?
RocketSquid replied to SomeGuy123's topic in KSP1 Discussion
Near future construction adds the Grip-O-Tron, which is a 2.5 m docking port that has enormous strength and is very rigid. Also, You could use KAS struts, or use KIS to build it in orbit. -
parts [1.12.x] Sounding Rockets! Start small. Dream big!
RocketSquid replied to RoverDude's topic in KSP1 Mod Releases
I think Near future tech uses StoredCharge for capacitors. This could run into some problems. Or... Dare I say it? Some probe-lems. -
KSP Caveman Challenge 1.1
RocketSquid replied to Moesly_Armlis's topic in KSP1 Challenges & Mission ideas
I may end up inadvertently completing this, I keep forgetting to upgrade my buildings. -
Pol is pretty nice. I haven't been there because I've spent most of my time in KSP messing around on Kerbin. Jool is next, and I will definitely be stopping on all the moons.
-
You know you've built a huge rocket, when ...
RocketSquid replied to Jimbodiah's topic in KSP1 Discussion
When you find yourself saying "Wait, what happened to Kerbin?