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Mr.GReAt

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Posts posted by Mr.GReAt

  1. On 11/16/2018 at 9:36 PM, wasml said:

    Before Valentina was added someone was theorizing that Kerbals were similar to mushrooms and that the puff of smoke you saw when they died was actually a cloud of spores.

    Yep and I'm theorizing that they are plants (or at least plant cells and animal cells at the same time) because of their green skin and lack of need for food. Their skin could give them some of their nutrients from the sun using the chloroplast organelles in their skin cells. That would not however mean they could live indefinitely without an alternate source of food but probably a very long time. That could also be an interesting explanation as to why they are slightly more gee force tolerant. Plants also still require 2 sexes to procreate and it would not have to be super inappropriate for shall we say younger kerbalnauts.  

  2. First I would like to say two things the mod's name would be Kerbal Nursery and this is not supposed to be a Civilian Population knockoff. My mod is similar with the goal, it has the ability to make more kerbals however takes a completely different path and is intended to also have less parts. 

    It does not require kerbals present at all times to make more rather it requires resources: Keeds, Soil and Pollen (this plays on the assumption that kerbals are plant animal hybrids) making these into kerbals by putting them in little incubation chambers and growing them. It would however require kerbals present to get more of each of those except for soil which would come from the ground(of course).

    I feel a little embarrassed to ask for help because I have not done it before. if you completely hate this idea please go easy on me and please stay mature about it, if you wish to help me please either comment below or preferably I will see it much faster if you PM my discord TyrantTITANIUM#6970 (do NOT PM me from here unless you want to help or ask and decide if you want to help and we can talk, if you wish to harshly criticize my idea please don't PM me and keep it here) I am also fairly decent at 3D modelling but I don't know everything.

  3. I would like to report a bug with the alcubierre drive(I will try to answer any questions I see with some delay about specifics if you wish). Every so often when I try to intercept another vessel and when I get close enough (I estimate within a 50k-150k radius) it seems to send that vessel out hurling at a very high velocity. Most of the time but not all the time the vessel I am trying to reach will be ripped apart. Just here to help address an error.

  4. On 10/3/2016 at 1:56 PM, ZooNamedGames said:

    *AHEM*

    RbY7KP7.png

    I think we need not.

    I just can't help but see this and think those parts don't belong together. My apologies if you put effort into it, however I just dislike making crafts that I don't like the look of and a part of that is the parts have to at least look a little like they belong together.

  5. I used the KSPI mod with 1.4.1 it worked very well until I used the warp drive. I charged it and activated it at 0.1c and it worked fine, the real issue was when I set it to 1c. For some reason the moment I set it to 1c it got completely destroyed. I also used another warp drive mod (warp drive standalone) and it had this problem as well. Is there some kind of limit now that I didn't know about? Whats going on?

    PS: I have a recording of it happening if you want me to show you 

  6. Apparently if you save a craft with no parts in SPH or VAB crafts from the saved location can no longer load. The solution is to manually delete the saved files in SPH or VAB (wherever the error is located). This problem will no show up as an error because it technically isn't an error to be able to save crafts with no parts. You can also move your regular crafts to VAB. I do believe that your other error might be different because I have had the loading error but never the "guidance system" error. Please see someone else for that second one.
     

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