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About me
Friendly person :)
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Space
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The_Arcitect started following Aperture Science Employee
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Kerbin - The NationStates Region
Aperture Science Employee replied to Aperture Science Employee's topic in The Lounge
Not sure what you mean there, mind rephrasing that? -
Hey, fellas! Note to Mods: The RP is not taking place anywhere on this forum. We are merely promoting it for an off-site Kerbin-related nation game. (Thank you for what you guys do!) Do you enjoy geopolitics? Well, then this is the NationStates region for you. We have twenty-some plus active nations, wars, civil wars, inter-nation quarrels, and all in the Kerbin system. FAQ: Do y'all have a map? - 'Course we do! Here you go! Can anything in KSP go? - No, we use modern tech as a limit. But you can totally build your stuff in KSP and use it in the RP, that's totally fine. Am I just gonna get invaded? - We are a realistic RP, does this happen in the modern day? Not at all! Nations invaded for no reason will have the invaders begging for mercy from the international community. How much time is this going to take from me? - As much time as you really want. RP investment is up to you as is most things. As a member who's been in this for over two years, I can tell you my time was worth it! Is it a Discord RP? - No. We have a Discord, but all of our posts are well-written forum posts on the NationStates forum thread. Reading through our posts tells a fun story of a world like ours in Kerbin's solar system. For anything to effect something in the RP, it must go on the thread. However, the discord is quite fun! We discuss all sorts of topics related to the RP. History, what warplanes we use, etc. Are battles decided in KSP? - No, because KSP is not a realistic war simulator since it was built not to be one. You are free to build realistic craft in KSP and use them, but KSP performance is irrelevant. We take realistic vehicles and numbers, plan out how the battle would go, and decide a victor with the help of our team of realism consultants! They know a lot about their specialties! How can I join? Well, first you must make a country on the NationStates website, and then move it to the Kerbin region (big red move button, make sure you're actually logged in) that we have. Then you can join the region discord! You can telegram (NationStates feature) either Serrian Archipelago or Blorbs for an invite. (If you want, Recommended) Next, you must submit your application. Follow the instructions listed on the Signups thread. Other: If you have questions that weren't answered in the Q&A, please feel free to ask!
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Hello, everyone! I'm making a Star Citizen organization that will be focusing on exploration and trade (to make money). We have a discord here: https://discord.gg/sRFrfaz . If anyone is interested, please join our discord. More details will be released soon!
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- star citizen
- organization
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Story mode
Aperture Science Employee replied to avpx's topic in KSP1 Suggestions & Development Discussion
That's exactly what the editor would let you do: with design tools. You could also share your stories. -
Story mode
Aperture Science Employee replied to avpx's topic in KSP1 Suggestions & Development Discussion
As I brought up, what about a mission editor similar to ArmA III's, where you can create your own missions with waypoints, restrictions, goals, etc. -
Story mode
Aperture Science Employee replied to avpx's topic in KSP1 Suggestions & Development Discussion
So almost exactly like ArmA III's mission editor? You set objectives and going to each objective triggers the next one. Now that is just awesome, especially in a game like this. I would VERY highly suggest changing the title of this thread to "Mission Editor", it seems more accurate and would draw more attention to it. -
I was browsing through a thread and they were talking about breakable parts, and I thought, this would be cool. I forgot the name of this specifically, and I am almost 100% sure, that like everything in this discussion board, will never be implemented. How ever, it is fun to discuss some ideas that we can wish to be eventually true. I had some questions about this implementation: How would mods deal with it? How would it work? How would it affect game performance? And last but not least: Is it even physically possible?
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Custom Vessel Types
Aperture Science Employee replied to septemberWaves's topic in KSP1 Suggestions & Development Discussion
I don't know why SQUAD hasn't implemented this yet, it solves this issue for everyone! -
SpaceVAB
Aperture Science Employee replied to capitaniojr's topic in KSP1 Suggestions & Development Discussion
I really hate when someone goes "well this mod covers it, so therefore leave and don't ask again"- 16 replies
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- vab
- space building
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