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Everything posted by Duck McFuddle
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You are probably going so fast that the slightest bump will cause you to flip out of control. I tried to do this as well with a similar result. This would probably work if you were driving out on the North Pole were it is flat. But that also means you would have to fly your car over via a cargo plane, which can be annoying. Hence my post in the “Placeable launch sites” begging for this.
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This has already been suggested, but only by mention in the opportunity eulogy thread. I would love it if this happened. Opportunity definitely deserves some sort of easter egg, and KSP has commemorated things/people before (Armstrong statue on the Mun). We do already have a little rover cam sticking out of the ground already, but that is not specifically devoted to any one rover.
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I like that... It would be much easier for doing things when you need certain terrain. For example, I wanted to make a really fast car thing, but couldn't because the runway isn't long enough to gain any real speed. So the only place I would be able to go was one of the poles, and I didn't want to have to fly my vehicle all the way out there. However, if I was just able to slap a runway down in Antarctica, I would have a flat surface right next to the KSC. Also, if I wanted a different type of terrain, such as mountains (for climbing or driving up or whatever), then you could just be there instead of having to fly something over.
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Part ideas for KSP
Duck McFuddle replied to FoxTrotGaming76's topic in KSP1 Suggestions & Development Discussion
Of course... Kerbals can make things that move. I completely forgot about those. I think a happy medium could be found - a few rotating hinges with maybe a small piston. Nothing crazy, but enough to open up a bigger variety of possible missions. -
Remove The Not_Rockomax Micronode
Duck McFuddle replied to Aeroboi's topic in KSP1 Suggestions & Development Discussion
I've always wondered why this part exists... But there are a few uses so I think it should stay. -
Goodbye, Opportunity... I never saw your landing, but I grew up hearing about your feats. You were one of the driving forces early on for my interest in space. I won't forget how you shaped my learning and understanding of Mars, space, and science in general. R.I.P Opportunity
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Jettison Resources Please!!!
Duck McFuddle replied to g00bd0g's topic in KSP1 Suggestions & Development Discussion
YES! Sometimes I forget that this isn't a thing, and then realize I can't jettison fuel halfway through a mission, which can pose problems... But by then I'm already floating over Laythe, and there's nothing I can do. And just because of my wording I now have "Moon Laythe is blue, and there's nothing I can do" stuck inside my head. -
Part ideas for KSP
Duck McFuddle replied to FoxTrotGaming76's topic in KSP1 Suggestions & Development Discussion
I think they should add a more diverse array of parts, but nothing to advanced. I, personally, like how the Kerbals aren't a very advanced species and simply throw together rockets out of scrap metals. I don't want anything futuristic, and pistons and elevators are starting to border on beyond the capabilities of Kerbals. -
First person with EVA'd kerbals
Duck McFuddle replied to FoxTrotGaming76's topic in KSP1 Suggestions & Development Discussion
That would be great. I would love to have a feature like this. -
New stock expansion?
Duck McFuddle replied to Couldn't think of a name's topic in KSP1 Suggestions & Development Discussion
Hmmmm... According to your list, the ones I have gotten are more complicated. I will try out Atomic Age and Kerbal Atomics. -
More Long-Term Living Spaces
Duck McFuddle replied to daniel l.'s topic in KSP1 Suggestions & Development Discussion
Yes. Yes. Just... Yes. This is what I have always wanted in KSP. -
I never should have looked at this thread... There is no stopping my hopes now.
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"Electric charge not generated"
Duck McFuddle replied to BlockBoard's topic in KSP1 Gameplay Questions and Tutorials
You can attach some solar panels or RTGs to your ship, just make sure you have enough for what you are powering. -
New stock expansion?
Duck McFuddle replied to Couldn't think of a name's topic in KSP1 Suggestions & Development Discussion
I'd like some atomic parts. I've always wanted some but the mods are always so complicated. But if anyone can make it more understandable, it's Squad. -
Vanilla NO MOD maximum ship speed
Duck McFuddle replied to Pryor's topic in KSP1 Gameplay Questions and Tutorials
You'd have to use a mod for that. If you strap a lander can onto a huge engine you can go pretty fast, but still nowhere near lightspeed. -
Where did the parts go?
Duck McFuddle replied to MSA's topic in KSP1 Technical Support (PC, modded installs)
MSA Did that work? -
Where did the parts go?
Duck McFuddle replied to MSA's topic in KSP1 Technical Support (PC, modded installs)
No just go on steam, right click KSP, an at the bottom there should be a little button that says "uninstall". Click that and KSP should be greyed out or something like that in steam. Then right click it again and select "reinstall". I think that's how it's done, I might be wrong but you should be able to figure it out. -
Remove coupler in flight?
Duck McFuddle replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
When I remember I just use the grey decouplers that shoot off both ways (Or something like that). You could also blow it off with the engine like StrandedOnEarth said, or use the cheat object thrower to knock it off. -
1.875M R.A.P.I.E.R.
Duck McFuddle replied to Aeroboi's topic in KSP1 Suggestions & Development Discussion
I like it. There are always those times when I want a certain engine in a certain size and then have to use an adapter and my whole ship looks weird. I would like more size variants in general. -
Random Part Failures
Duck McFuddle replied to Duck McFuddle's topic in KSP1 Suggestions & Development Discussion
I understand that this could be pretty annoying... However, of course, you could always make an option in settings. I didn't know that there was a mod for launch failures, and I kind of like that - but anyway, I didn't really mean that parts could randomly explode or anything - just every so often an engine would stop working and you would have to send an engineer out to fix it. Also, I did mention that only very low-tech-tree parts would break often, while more advanced ones would break less. If it was coded properly, by the time you got around to huge missions failures would be almost non-existent. Another way to make it more bearable is to have it so when you upgrade certain buildings the parts break less. Then even when you use an early part in late game it won't break all the time. -
How to find a really flat spot?
Duck McFuddle replied to Loren Pechtel's topic in KSP1 Gameplay Questions and Tutorials
If you want flat, go to the Minmus flats. In my opinion, you never need to go anywhere but Minmus.