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KSP2 Release Notes
Everything posted by Kerbital
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When and why did you start WRITING mods for KSP?
Kerbital replied to peteletroll's topic in KSP1 Discussion
I started modding withing weeks of starting KSP in mid 2017 but I never released anything. Like Snark, my primary motivation was to fix issues for myself but also to make the game easier for myself (I kind if suck at it) by changing parts specs and creating new parts. For instance I embedded things like tanks, batteries, MechJeb modules, small nuke reactors or Hydrogen cells, etc into landers to lower the parts count and make them more interesting, I made engines more powerful and more efficient or created new engines. Or, to avoid constant mining and ore hauling, I created a Space Dust resource which can be collected in-flight and I created parts to collect it and process into Hydrogen. Another reason I never released anything is that I reused parts from other mods since I don't know how to model in 3D. I moded games before for the same reasons. If I like a game and it's easily moddable like KSP or Skyrim, I would probably mod it. The only thing I ever released was a map pack for Planetary Annihilation. -
How do Kerbals survive the perils of extended space travel?
Kerbital replied to Xavven's topic in KSP1 Discussion
Very good indeed. Just don't expect Hollywood style explosions and action. It's the kind SciFi that we need more of. KSP fans should enjoy this. -
So I haven't played in many months. I launched the game today and there is a message during startup that Unity collects "certain" personal information. I'd like to know "exactly" what personal information is collected. What does Unity have access to?
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That is pretty cool. Congratulations!
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Ah, OK
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The Polish flag has white on the top and red on the bottom. Your flag is a Monaco's flag.
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Does anyone ever put fuel in the wings?
Kerbital replied to KerbalChamp2006's topic in KSP1 Discussion
You can add any type of resource to any part by inserting something like this into the part's .cfg file, liquid fuel in this case. You can change the capacity number to whatever you want it to be. maxAmout is the tank capacity and amount is the amount of fuel added by default to the part. Just make a backup copy of the cfg file before messing with it. RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } -
I'm surprised so many people use the default Spacebar assignment. It's of the first bindings I had to change: too many accidental stage separations. But, on the topic: 1) Full throttle 2) Release clamps
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What is the one mod you couldn't play KSP without?
Kerbital replied to CobaltShock 's topic in KSP1 Mods Discussions
For me MechJeb and Nertea's mods are essential. -
Where Is Multiplayer?
Kerbital replied to PalmettoSC's topic in KSP1 Suggestions & Development Discussion
You want Elite Dangerous. The moment Squad adds any sort of weaponry and fighting to KSP I'm deleting the game.- 58 replies
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So what's the next DLC going to be about?
Kerbital replied to Gorman's topic in KSP1 Suggestions & Development Discussion
There were several long threads in the past regarding KSP multiplayer. The general consensus usually was that it would never happen. The core game would have to be drastically changed which would be very controversial. And there is the time warp. There is no good way to handle time warp with multiple players in the same instance of the game. For instance, I could see things like different roles for different players based on their preference. One player would run a station and maintain it: handle tech development, resupply, construction and maintenance, another would run a research facility while other players would focus on other things, running missions, exploration and trade with stations (both in goods and tech). But yeah, that would be a completely different game. -
I don't understand why the spaguetti rockets are not fixed
Kerbital replied to Luc1fer's topic in KSP1 Discussion
A little. Not like wet noodles. -
Docking actually worked for me. Landing would sometimes be problematic though. The only times docking wouldn't work for me were: - I had modded RCS thrusters tat were too powerful for the craft - there was object protruding too close to the docking port.
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Docking with MechJeb is very easy.
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I would have quit playing the game withing the first couple of hours if didn't find MechJeb. I find it insanely hard. Autopilot should be included in the base game as a difficulty option.
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I don't understand why the spaguetti rockets are not fixed
Kerbital replied to Luc1fer's topic in KSP1 Discussion
In my experience, auto struts invited Kraken too often. I settled on KJR mod. -
Thinking of picking the game up, how is it?
Kerbital replied to Soapstone's topic in KSP1 Discussion
There is no need to learn physics and have a spreadsheet to play KSP. I played hundreds of hours without any of that. You can relax game settings. And there are mods that make the game easier. Still, there is a fairly steep leaning curve but you don't have to turn into a physicist. -
It's ModuleManager. Sarbian, the author of ModuleManager, does this on April 1st every year.
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What will come out first: KSP2 or HL3?
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When I bought KSP it was already several years old. I was shocked to see how low quality and unfinished it was. It was no longer beta. It has not received much polish since then. If it wasn't for the cheap price and for the mods I would have refunded the game.
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It was the aerobrakes that helped me stabilize large long ships on descent.
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This is the new TLT Mark I cockpit.
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Also this:
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Can they be re-packed for repeated use like normal chutes?