-
Posts
1,858 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Spaceman.Spiff
-
Absolutely Nertea’s mods. They are beautiful, well executed, and provide simple yet challenging gameplay mechanics.
-
[WIP] Nert's Dev Thread - Current: various updates
Spaceman.Spiff replied to Nertea's topic in KSP1 Mod Development
That’s gorgeous! -
[WIP] Nert's Dev Thread - Current: various updates
Spaceman.Spiff replied to Nertea's topic in KSP1 Mod Development
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 -
[WIP] Nert's Dev Thread - Current: various updates
Spaceman.Spiff replied to Nertea's topic in KSP1 Mod Development
Nate actually was talking about that. He said it would just take some minor changes to apply the PBR effects. -
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.
-
Yessir! @SpaceFace545
-
Yep. @Lewie
-
Da, comrade. @Rhode_Enterprise_By-Matt
-
@adsii1970 Challenge done.. Now I need to put together an album for it.
- 150 replies
-
- 1
-
-
Darn it. @JB182
-
no -44
- 14,980 replies
-
- the number war
- electric boogaloo
-
(and 1 more)
Tagged with:
-
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.
-
no @Dman979
-
Spacesuit Manuvering WITHOUT RCS
Spaceman.Spiff replied to Spacescifi's topic in Science & Spaceflight
Why throw it? The suit is pressurized and the release of gas would create more movement than the glove would. -
[1.12.5] Restock - Revamping KSP's art (August 28)
Spaceman.Spiff replied to Nertea's topic in KSP1 Mod Releases
Probably whitelist it for Restock, install Ven's and see what happens? I'm not sure really. -
KSP Interstellar Extended Continued Development Thread
Spaceman.Spiff replied to FreeThinker's topic in KSP1 Mod Development
Try deleting CryoTanks. -
From what I’ve heard it’s his old pfp that was before the beaker.
- 11,831 replies
-
- 2
-
-
- megathread
- forum game
-
(and 1 more)
Tagged with:
-
I follow the SSPXR lore of them being called Shramp
- 11,831 replies
-
- 1
-
-
- megathread
- forum game
-
(and 1 more)
Tagged with:
-
Please share progress updates on that when they come!!!!! Or anything spiky-related.... I suppose I should really get back to blockets
- 11,831 replies
-
- megathread
- forum game
-
(and 1 more)
Tagged with:
-
Three crew lander pod
Spaceman.Spiff replied to a topic in KSP1 Suggestions & Development Discussion
You can sorta make one with a 2.5M probe core on top of a hitchhiker. It has 4 Kerbals though -
I am here as well! I should be writing an essay though @Stormpilot