-
Posts
1,331 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by eberkain
-
Europa Explorer - Solo Dev Space Science Game - Playable Alpha
eberkain replied to eberkain's topic in The Lounge
I have another update video finished that covers the addition of creatures to the world and some updates to the probe. -
Europa Explorer - Solo Dev Space Science Game - Playable Alpha
eberkain replied to eberkain's topic in The Lounge
I have a new update video and a new playable alpha build to share. Thanks for taking the time to check out the project. -
I have played a lot of ONI. The biggest challenge is managing heat. You can grow crops and find water, make O2 and get through a couple hundred cycles. Eventually the warmth from the surrounding areas seeps into your base and when it gets too warm to grow food, you be done for.
-
Explorer Mk9 - land on Minmus Pioneer Mk1 - establish outpost on minmus.
-
totm march 2020 So what song is stuck in your head today?
eberkain replied to SmileyTRex's topic in The Lounge
I've been building hour long playlists for all the bands I listen to, finding that many tracks for NIN was tough, but I found a few I never heard before. Somewhat damaged has been stuck with me for days now. -
I have never played career on hard settings and have always wondered if you could get through it without a ton of grinding. So here is a log of my attempt to do just that. Each link takes you to an imgur album of shots from that mission. I have unlocked all the 90pt tech nodes and upgraded all the facilities onces (about 2mil credits) in 11 launches, 12 if you count the rescue for the rescue mission. Explorer Mk1 - first launch Explorer Mk2 - escaping the atmosphere Explorer Mk3 - orbiting kerbin Explorer Mk4 - flyby of Mun Explorer Mk5 - orbit Mun Explorer Mk6 - Land on the Mun, twice Savior Mk1 - rescue 5 kerbals Savior Mk2 - rescue 5 more kerbals Explorer Mk7 - flyby of minmus Explorer Mk8 - orbit minmus
-
Europa Explorer - Solo Dev Space Science Game - Playable Alpha
eberkain replied to eberkain's topic in The Lounge
I have posted a new update video that talks about the Science Lab section of the home base. -
Now that the staging bar shows the Delta V info also, it would be great to show it in map view. You plan burns in the map view and you can see how much delta V those take, but you can't see how much delta V you have unless you switch back to the vessel view.
-
Europa Explorer - Solo Dev Space Science Game - Playable Alpha
eberkain posted a topic in The Lounge
Europa Explorer is a project I have been working on to create a game inspired by real world science. You drive a robotic probe exploring the ocean on the moon Europa. You can download the alpha build from www.EuropaExplorerGame.com or Itch. This is a solo dev project by myself, so it is self promotion, but not for profit, so hopefully this post is within the forum rules. I have been doing bi-weekly video updates on my progress. If you want more info. Alpha 1 Update - Tools Alpha 2 Update - Systems Alpha 3 Update - World -
[1.10.0] AnimatedAttachment 2.1.5 (2020-07-15)
eberkain replied to Katten's topic in KSP1 Mod Releases
This mod has no parts that I'm aware of. I just changes how all animated parts work so you can attach things to the moving bits, like putting a thermometer on the door of the service bay. -
[1.12.x] Near Future Technologies (September 6)
eberkain replied to Nertea's topic in KSP1 Mod Releases
It did indeed return after a save/reload as @Streetwind suggested. Its a weird bug. -
[KSP 1.12.1+] Galileo's Planet Pack [v1.6.6] [23 Sept 2021]
eberkain replied to Galileo's topic in KSP1 Mod Releases
Using RemoteTech I'm trying to determine which antenna is sufficient for a specific planet. Is there a formula where I could plug in the orbital parameters of two planets and get the max and min separation between the bodies. Or is that information already available somewhere?- 7,372 replies
-
- gpp
- kopernicus
-
(and 1 more)
Tagged with:
-
[1.12.x] Near Future Technologies (September 6)
eberkain replied to Nertea's topic in KSP1 Mod Releases
So in the VAB my hex truss has EC, but the one I delivered to my station does not... Any way to fix this without taking another one? -
Took 6 shuttle trips but I finished my space station this morning.
-
I was asking in response to the guy saying you could put 50k units of EC in a Mk1 pod, like how? EC is fixed on parts as far as I'm aware.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
Sure, but changing parts like that outside of the game is just throwing balance out the window.
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
[1.12.x] Near Future Technologies (September 6)
eberkain replied to Nertea's topic in KSP1 Mod Releases
You can find old versions on spacedock under the changelog -
You can change how much EC a part holds?
- 2,505 replies
-
- life support
- overhaul
-
(and 1 more)
Tagged with:
-
[1.10.0] AnimatedAttachment 2.1.5 (2020-07-15)
eberkain replied to Katten's topic in KSP1 Mod Releases
Is there a way to make the joints stronger. I tried making a robot arm with the parts in RocketEmporium and it just wiggles like a wet noodle when I put any weight on the other end. -
[1.9.x] RCS Build Aid Continued - New Dependencies
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
My current trouble is using a space shuttle and the payloads are anywhere from 2 tons to 15 tons, in different orientations at different stages of the mission. You got me. I generally read all the threads I'm subbed to but I've been slacking on that lately. -
[1.9.x] RCS Build Aid Continued - New Dependencies
eberkain replied to linuxgurugamer's topic in KSP1 Mod Releases
I kind of wish I could pull this up in flight to balance my RCS after dropping off a payload. -
[1.4.5] Smart Actuators v1.1.1 (8/1/18)
eberkain replied to TheRagingIrishman's topic in KSP1 Mod Releases
This does not appear to be working for me in 1.4.5. I'm using B9 Procedural parts, but they should be supported because they appear to use the stock modules that are described in the OP. EDIT : I created a github issue for it. -
[Old Thread] KRE - Kerbal Reusability Expansion
eberkain replied to EmbersArc's topic in KSP1 Mod Releases
And the new style landing leg/wings for BFS They are hard to recreate with robotics.