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Rainbowd4sh

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Everything posted by Rainbowd4sh

  1. That's exactly what the comment said, so yeah Mission to Mars has it.
  2. =it's from the mission to mars movie (Not for sure, saw it as a comment.) As for the actual clip, the source is no longer available, I put the link to the closest to the source
  3. Nah, no worry. Just an idea if any of the KSP story tellers wanna do somethin like that.
  4. Thanks for explaining, didn't know putting in a crossfeed was that much money. If you mean the evolution gif here: http://i2.wp.com/i76.photobucket.com/albums/j7/joshawvanover/life.gif?resize=545%2C545
  5. hmm. I wonder... A great mod for KSP would be to have KSC at Trappist, and the actual KSC (Kennedy) on Earth. I don't know if KSP's code allows for that, as I am not a modder, but it would be really cool for a story-driven series. Maybe even have little humans on Earth and keep kerbals on Trappist! I'll try out the RSS thing later, thanks for the code. Too bad for the moons, but it's more realistic! *slowly increases asteroid spawn*
  6. This is amazing! Finally, a trappist-1 system. Now someone just needs to make a mod that puts Sol system away from trappist, and kerbals can be aliens visiting Earth. P.S, I know NASA didn't find any moons, but are you planning on adding some? I imagine they'd be quite a bit smaller than the real moon, as the planets are smaller.
  7. This isn't a major issue, but the falcon heavy save is more efficient if you have fuel pumping into the center tank via external fuel ducts from the side ones. I don't know if it's realistic to the IRL SpaceX plan, but it boosts Delta V by a good amount Still love the rockets though
  8. That worked. I am now happily going 1 trillion m/s. Thank you!
  9. This is kinda a technical question, if I wanted to idk... Increase thrust faster then 10x the speed of light for no specific Over Powered reason how would I edit the .cfg to do so? I can't find the actual thrust value in the .cfg
  10. ATM, I played 1120 hours. I payed 20 dollars (sale), the ol' calculator tells me that's 1 cent an hour. That's pretty darn good.
  11. You changed my perspective, I just hope Squad thinks hard about how they pull it off, and hope it won't be like 1 part, 3 missions, and wrap it on a 10 dollar bill, seeing how in the past such mistakes NEVER happen, it'll probably go well.
  12. It'd be cool if they just switched to more mod-making, like ATM, there are Squad staff making mods, so it would be neat to just switch to that system so players could choose what they wanted.
  13. Well yeah, there are some mods that don't update, but very quickly, a new mod replaces it. Look at visuals, there were many visual enhancements throughout the life of KSP that kept getting switched from owner to owner or just replaced with a new mod. This is why I love theKSP community. It is either early in the morning, or late in the afternoon, yet we are all talking about a new installment literally hours after it was released.
  14. I'd wait a few weeks for the fantastic modders to update it, instead of coughing up 5 bucks. Look, like I said, if it wasn't something that limited future updates, it would be neat. Parts and features though do limit people who don't pay for it in future updates. Also, people who complain about this or that being in the game are being really silly considering that you can get virtually anything in a mod, or just take a week and learn how to script parts. It honestly isn't too difficult and I can't code at all.
  15. Very true, and I agree 100%, but that still doesn't change the fact that atm, I could probably get the same exact thing for free. I already bought the game twice (Long story, lost accounts, and stolen emails), so I don't really feel like it's necessary to pay for this. I just hope they don't decide to do this for all future updates, turning it into a triple a game with payed expansions when it is far from that. I could understand a special type of kerbal, or even flag pack, or even just a mission pack. Adding parts and features though means that future updates may only be supported by people who pay more money. If Squad is hungry for money, increase the price of KSP itself to closer to 50 dollars. People are still buying it regularlly based off what I see, so that'd make more money than a pointless payed expansion.
  16. Wait, you are adding 3 features that are all possible today, and asking people to pay for them? Historical parts exist in many mods, from real scale, to stock scale Personal parachutes for kerbals also exist in many mods It takes 5 minutes of training to know how to make your own mission using save configs Hopefully Sqaud will make something unique, as that seems like a waste of money atm
  17. 100,000,000,000,000,573,560,320,000. I'll save you the counting, it's 100 nonillion, and still have that issue. When I set it at 100000000000000000000000000000000573560320000 (Which I won't even try to define) it pretty much broke the game. Hopefully you can fix the issue, as orbital mechanics beyond KSI are impossible atm. UPDATE: Setting it at such an insane height does work, but attempting to view it in the tracking station causes KSP to break itself, and I can't physically travel to it ingame at all
  18. I think I got a bug. http://imgur.com/a/CJsz9 A simple 1k dV boost to get into a Kerbol orbit, ended up launching me into interstellar travel. That was the mission, but I feel like it isn't meant to be that way. P.S I have KSPRC (And all it's mods) MechJeb Kerbal Engineer Tweak Scale RCS build aid Warp Drive Mod Trajectories Better Time Warp Kerbal Alarm Clock and a .cfg edited for OP RTGs (Produce a tad bit more electricity, and changed names)
  19. I got a question. For some reason, the "command pods" don't allow me to sit any Kerbals. Is this an install error, or on purpose?
  20. That'd be nice from a user's perspective, as long as it didn't break any copyright rules.
  21. I got a question. I am looking for a part that can be moved by a magic smoke industry arm, and grab onto land/ships while going rather fast. The utilitron grasper seems to be perfect, but randomly detaches even if it just goes a few m/s. Anyone got any ideas? I do have KAS installed, but none of the parts seem to want to move with arms, or want to attack to land at fast speeds.
  22. Can't find the line you are talking about. When I did a search on the code in Notepad, I found 3 Modsizes. I don't know much about coding, so sorry if this is really simple. Here is what I see http://imgur.com/a/77YEy
  23. Hi, I am not new. At all. (almost my 1 year anniversary of this account, and have over 1000 hours on KSP) I've been in the background mostly bugging mod-makers for help when I have an obvious issue, but decided to actually start being a part of a forum. So, hello there. My name is RC, or Rainbowcat. I have a dream of colonizing all planets (Including Jool, don't ask how, but it's a dream.) with self-sufficient bases. In simpler terms, I wanna make kerbals an interplanetary species. Totally original. Anyway, thanks for reading my post and hope you all have a fantastic day/week/month/year/life.
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