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Everything posted by Pingonaut
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This'd probably be best discussed in a different topic thread, but how would they communicate with us in our own language without observing us very closely? Obviously we don't really know what kind of technology they would have, I suppose they could get that information easily. I kind of liked the theory I heard (quite a while back) about something not intelligent creating them. I can't remember what it was, but it had something to do with the sun. I don't think it was a very developed theory yet, though.
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I was kind of bored and decided to try to find some explanation about crop circles, especially what they would mean if they were intelligently created. Are there any proper theories about what creates them, or what they mean? I Googled it and of course all I could find were people talking about aliens warning us about the polar shifts causing end of the world, and the Illuminati. That doesn't mean I don't want peoples' personal opinions, and if someone has an explanation involving ETs I especially don't want any ridicule or arguments. I think it's a shame when the mention of ETs creates issues. So this is obviously more about what theories you believe personally. What/who do you believe creates "crop circles" and if you think it's intelligent, what do they mean? Again, discussions and not arguments please. It was really the biggest reason I was considering not creating a thread, but I think it could be interesting.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Yeah, just make sure their names aren't exactly the same. (ex: Name one of two "head1" to "head1b" or something.) -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
If your computer can handle it there are some planet packs listed in the OP. But really IMO you don't really need to do that, just get Astronomer's Visual Pack. By the way your signature picture doesn't work, just saying. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Don't think so. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Can't see much just showing the back. Looks the like a different color J's suit texture to me. -
Seriously, this thread is over a year old.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
KSP is in version 0.90, and you need to update most mods for them to work when KSP updates. -
Well I guess it's the stock tree for me, then. I'm not to keen on making my own tech tree and balancing it just so I can play with rovers before rockets in an otherwise normal tech tree. Thanks for the info. Perhaps in the future we'll get an in-game tree editor, or a program to do it while seeing the nodes visually.
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Reason I want the default suit textures is because I want this suit (not the orange one) to be a generic suit; right now to have this suit on kerbals I need to have no suits in DEFAULT. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Maybe I'll just wait then, I'm really not interested in installing a program and looking through files for it. Thanks for the info. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Would someone post the default suit textures (helmet, suit, jetpack) obtained from the KSP files? -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
edit 2: Been working on it for a while and it seems like it's more difficult for me than I thought. Sorry, I can try again some time after I've got more experience with it, but at the moment I'm not gonna be able to do it. -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
I'll do it. Want me to use more than just red, though? Maybe I'll make a few and you can pick from them or tell me to combine aspects of them. I've been a loyal soldier of the Terran Republic for a long time. (Are you talking about Planetside 2, or something else?) -
That's really unfortunate. I suppose I'll simply have to deal with the tech tree as it is if I want to play career, then?
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I've been playing KSP for a long time and have kept to the sandbox mode for the most part. I'm really liking the look of the new things that have been added to the career game and want to play it, but the only thing keeping that is (and was before) me away is the tech tree progression. Sure, I could just research the whole tech tree up to the points I want to start with, but then I'd have no incentive to gather science or a goal to work toward. My preferred method would be to start with rover parts, driving around to science local collection locations, then to aircraft, and then to rockets. Perhaps another way to go about it would be to separate rover, aircraft, and rocket parts into different sections, each connecting to the "Start" node. This would allow the player to choose which they want to do first (rovers, aircraft, or rocketry). My intent with how I want to play is to start off with rovers to allow for driving around the areas local to KSC in order to gather science on foot, then moving from there to aircraft and rockets. After the basic aircraft I'd like to go to very basic unmanned rockets, and then manned rockets. From there I'm perfectly happy with stock progression, it's really just the beginning that bothers me. I'd even be alright with going straight to manned rockets from basic rovers, if need be. I don't know what is needed to make my own tech tree, and I suppose I can if it isn't too hard. Would a custom tech tree work with mods, parts finding their place on their own (mostly)? Are there any existing tech trees that fit this description (not BTSM) that are/will be updated? Any suggestions would be greatly appreciated. Pingonaut
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That's really disappointing.
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That's really not what I'm asking for (I didn't even ask for a list). I just want to get a general idea of the progression. I was told to check this tree out because I was looking for a tech tree with progression that makes more sense than stock. Apparently it's just a stock progression made to accommodate mods, then?
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Would someone kindly post an image to give a general idea of the progression for this tech tree?
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Huh, I figured this'd be something you'd find in the save file. I wonder where that info is saved?
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BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Can't wait much longer! Do want! -
BROKEN [0.90] TextureReplacer 2.1.2 (20.12.2014)
Pingonaut replied to shaw's topic in KSP1 Mod Releases
Would someone kindly upload the default kerbal EVA suit and helmet? I know you can use a program to extract it, but I'd rather not if someone already has it.