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RealKerbal3x

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Everything posted by RealKerbal3x

  1. @linuxgurugamer Looks nice, thanks for reviving it! The next time I do a career/science playthrough, this is going in my GameData One question though, does this support the Making History alternate launch sites? ie, will they be buried/floating, or will the mod keep the area around them the same?
  2. Maybe something like Modular Launch Pads has been implemented in KSP 2. In that case, you won't need to port it over at all.
  3. KK only provides the ability to place statics and create custom launchsites - it doesn’t add any by default, but there are KK addons (such as Kerbinside) which do.
  4. That’s either half of a fin, or significant changes have been made to the landing leg/flaperon design.
  5. His profile page shows him to have last visited the forum on Saturday, so hopefully he’s still here.
  6. Yay! So much good stuff! I can’t wait to play the new game! It’s particularly great to see persistent rotation, and proper realistic engine plumes. Thanks for reporting back, @Snark
  7. I’ll continue playing KSP1. I have so much unfinished business in the game to immediately stop playing. I imagine I will completely migrate over at some point, but it probably won’t be for some time.
  8. OK @Snark, I’ve got a question too. Could you possibly ask how the game will perform on lower-end systems, particularly those without dedicated graphics cards? I’m in the borderline potato camp myself and want to know whether I’ll have to throw a grand at a new computer just to play KSP2. Thank you..you’re the best person I can think of for a forum rep
  9. Some of the SSPXR parts have multiple texture switches (like the endcaps), which the stock texture switch system can’t really handle.
  10. Maybe this could be used on the Tundra Exploration Gojira to switch between transpiration cooling and thermal tiling, for people who want to use it... Just a thought, but I think this could make it possible
  11. I think it’s probably going to be a updated/remastered version of KSP1’s theme. It’s just too iconic to completely throw away, IMO.
  12. That happened at 1AM for me, so I couldn’t watch it live...but I just watched the replay and now must mirror what everyone else has already said... HOLY FLARP THAT WAS AWESOME! That camera got the best possible view...you could clearly see the engine gimbaling and the thrusters firing to keep the vehicle stable! We salute you, Starhopper. Your service to the future of space exploration will not be forgotten
  13. @ZooNamedGames Some great suggestions here. I agree with most if not all of them. Regarding your suggestions for DLC - generally, DLCs should offer something that can’t just be modded in for free, and with the enhanced moddability that was mentioned for KSP2, finding suitable content for DLCs may become more difficult for Star Theory. For example, it may be possible for a modder to create a planet/engine editor (as you suggested), meaning that less people will spend money on a DLC that they can essentially get for free through a mod.
  14. @Angel-125 I finally have to chime in to say how awesome this is. Do you have any plans for parts to make the mothership work as a Star Trek-style saucer section? Anyway, great work, and I look forward to the eventual full release!
  15. It says no purchasable ingame currency. That means there will probably still be a currency of some kind (maybe Funds) but you won’t get it through microtransactions, instead earning it in game through contracts or something similar. This is mostly speculation, but that’s what I get from the rather vague statement in the FAQ.
  16. So I just found this video...it’s all of the KSP2 pre-alpha gameplay footage we have at the moment. What do you think? - I like the look of the Kerbals and their little animations. -The art style is interesting - it’s somewhere between the old style and the new revamp style. Since this is pre-alpha, it may change, but it’s interesting to see. -The explosions are much cooler than KSP1’s. -I was hoping to see realistic expanding plumes a la RealPlume, but that doesn’t seem to be the case. Of course, it’s pre-alpha so it could change, but if it doesn’t we can count on the modding community to fix it. Overall though, there’s a lot of information that could be gleaned from this!
  17. KSC constitutes Launch Complex 39. Every other Cape Canaveral pad *isn’t* a part of KSC.
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