0something0
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Everything posted by 0something0
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The KSP Interstellar Proxima Centauri Challenge
0something0 replied to FreeThinker's topic in KSP1 Challenges & Mission ideas
My original point was "don't necro old threads" bu okayy -
The KSP Interstellar Proxima Centauri Challenge
0something0 replied to FreeThinker's topic in KSP1 Challenges & Mission ideas
@Jim123Dude, this challenge is 7 month old. Perhaps you could create a new thread for the challenge? -
Long 1.25m , 2.5m, and 3.75m cargo bays, crew cabins, and other aircraft parts for the "rocket" cross sections
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KSP BD armoury war
0something0 replied to FlightSergeantMatt's topic in KSP1 Challenges & Mission ideas
I think we should keep it as simple as possible and just do stock+BDA. -
In DMP the refresh rate for other craft was 5 htz. How much is the refresh rate in LMP?
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More Female Defaults?
0something0 replied to FoxtrotUniform's topic in KSP1 Suggestions & Development Discussion
How about the option to choose your kerbals at the beginning? -
Tunnels and Caves?
0something0 replied to Piatzin's topic in KSP1 Suggestions & Development Discussion
Well, as I understand it, planetary terrain in KSP is created by a 2 dimensional heightmap, so if younhave terrain, its solid rock all thenway below it. I think there is a easter egg involving caves somewhere but I am not sure. -
Pointless? This is Kerbal Space Program after all! I do this because I can! I plan on using Kerbal Konstructs for some parts of the mod, but I have no idea how to and I couldn't find a definitive guide online. Is there any guide anuone knows on the subject?
- 21 replies
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- flat kerbin
- kopernicus
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Extraplanetary Launchpads Just Ain't Enough
0something0 replied to Kernel Kraken's topic in KSP1 Mods Discussions
I was thinking about a possible mod that basically uses construts as parts like a ore mining facility that actually mines ores and perhapes gets it around by Planetary Logistics. Then, you could use the ore to build other buildings like dedicated greenhouse buildings, Civilian Population apartments, dedicated rocket factories, etc. -
[1.3.x] [WIP] Stock Jet Adjustments [23 NOV 2017]
0something0 replied to Gordon Fecyk's topic in KSP1 Mods Discussions
To be fair, stock KSP is supposed to be "realistic enough" and liquidfuel is already used for NERV.- 45 replies
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- lace
- air-augmented rocket
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[1.3.x] [WIP] Stock Jet Adjustments [23 NOV 2017]
0something0 replied to Gordon Fecyk's topic in KSP1 Mods Discussions
Going back to cooling the oxidizer, how about using Liquidfuel to do so instead of atrempting to cool it down using raw power?- 45 replies
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NOTE: I'm not a flat earther by any means, just a person who spent too much time on the Internet. I only intend to creat this mod for jest, nothing more. I have looked at proposals to create a flat Kerbin in the past, but they involved making kerbin physically flat. My idea involves making Kerbin giant with the actual Kerbin with the contients occupying a small part of it so it seems lime there is no curvature. Then, Kerbal Konstructs will be used to create the firmament(the flat earther posts I have seen involved firmaments) around the flat Kerbin. I so far havent had the time or motivation to do the Korpernicus work and have no idea how to do add konstructs.
- 21 replies
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- kopernicus
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Perhaps there could be a out-of-game utility for ths?
- 41 replies
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- request
- planet packs
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The "You know you're playing a lot of KSP when..." thread
0something0 replied to Phenom Anon X's topic in KSP1 Discussion
When you dual-boot Linux(Lubuntu) just to get more spare ram for KSP -
How about larger asteroids and said asteroids(as well as smaller ones) spawning in the Jool system and elsewhere?
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- wot
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IVA crew control
0something0 replied to Jack5.exe's topic in KSP1 Suggestions & Development Discussion
There is a mod called FreeIva that does this function. Its in the very early stages however and many features are still being worked on. -
I assume an Ardunio will be used to hook it up?
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I couldn't find time during the week to test this out some more, but I have now. Here is what I found. -Stock engines on modded save works fine -The craft that I was experiencing issues with, which relied on spitfire mod engines, works albit very slowly, especially at takeoff.
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I did use TCA a while back and even until yesterda, it worked like a charm. Perhaps irs the modded parts that aren't playing well.
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I installed TCA into my save yesterday and it was working fine, even though the UI was all messed up, but the features I needed at the moment, flying VTOLs, was working correctly. However, when I reloaded the game, the Hover feature simply did not do anything. I tested the mod with only the necessary dependencies and it worked though. And no, I don't know where the logs are: the game crashed due to an unrelated reason, probably due to a lack of memory on my potato, but I'm pretty sure it only has the logs leading up to the moment of the crash. https://imgur.com/a/jq1jq broken(?) UI https://imgur.com/a/IV6qU Mod folder