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Spaceman.Spiff

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Everything posted by Spaceman.Spiff

  1. Absolutely Nertea’s mods. They are beautiful, well executed, and provide simple yet challenging gameplay mechanics.
  2. Just to make sure you all can see it: https://forum.kerbalspaceprogram.com/index.php?/topic/202388-we-are-looking-for-a-part-designer/&do=findComment&comment=3974847
  3. Nate actually was talking about that. He said it would just take some minor changes to apply the PBR effects.
  4. Some people only have access to console though. I don't see why they should be prevented from playing KSP2. Plus I have no clue how people have still not realized that SQUAD does not develop the console port. Plus, KSP1, even on PC, probably only has a few more years of life. Why not just bring the console people along for the ride? I think that it could be better executed than the first console version because Take Two has been involved from the start. Now that might be bad for for other parts of the game, but you can't deny that they bring a good amount of experience in developing console games.
  5. Da, comrade. @Rhode_Enterprise_By-Matt
  6. Not sure if it works with BH, but the researchbodies mod could be interesting for this play through because it hides planets until you discover them. Since your using the Apo/per information anyway, that could be a good “nerf” to the map view.
  7. Why throw it? The suit is pressurized and the release of gas would create more movement than the glove would.
  8. Probably whitelist it for Restock, install Ven's and see what happens? I'm not sure really.
  9. Please share progress updates on that when they come!!!!! Or anything spiky-related.... I suppose I should really get back to blockets
  10. You can sorta make one with a 2.5M probe core on top of a hitchhiker. It has 4 Kerbals though
  11. I am here as well! I should be writing an essay though @Stormpilot
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