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KSP2 Release Notes
Everything posted by Nazalassa
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Change, add, or remove one letter from the word of previous post.
Nazalassa replied to Turf's topic in Forum Games!
SPRoasty -
Phone Network Map: V --- corrupted modem, does not give the accurate communikation. @Caerfinon ---->-------->--+--------- @AtomicTech /L___>____ @Nazalassa V to other users So I ring @AtomicTech , because the phone rang for the wrong user.
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If you didn't change potatoroid.cfg, the asteroid will just burn, and explose... No need for a mission, let the nature do it!
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Then edit potatoroid.cfg somewhere in your game files so it doesn't explode due to overheating. Or redirect a bigger asteroid, perhaps a class H or I. Or both. (Woooow, I'd like to see that!)
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Aeliae Haha that's a tank
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Bouncy Minmus Surveyor / Bouncy Minmus Station
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When you have to "save the planet", you only save the asteroid — so don't worry, KSP will delete the space rock before it hits the ground.
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Floor 2401: You assist a Kerbal while she builds a rocket the size of the building (in fact, it's the Launch Tower).
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Thou shalt install 1000+ mods.
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what ksp2 will do to my computer.
Nazalassa replied to Hyperspace Industries's topic in Forum Games!
Me too — my Mac is 14-years old -
[WAITER] We have a rocket launch to Minmus, we'll let them freeze on the surface. You'll get them in ~11 days. [ME] Waiter, there's a soup in my soup!
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Do not use the "dawn" as a birthday candle (even if it looks nice).
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I send the HSP Kraken Firefly and it fills the hill with tentacles from K-bombs. My Kraken Hill P.S: HSP means HyperSpacePlane. P.S.2: this idea took seven and a half hours of hard calculating to my computer.
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Kerbal MonoRail A bit of backstory: For ages Kerbals used planes and rockets to cover great distances over land. But none of them could carry much stuff, and there were the occasional crashes and stuff. So I they decided to build a MonoRail system! It would then be used to carry large amounts of fuel, etc., from places where resources are abundant, to places that are the best to launch from. +-----+ | LOG | +-----+ [ 220605.1118 ] Test with Ground Anchor. The Ground Anchor seems to be too buggy to be used to tie the rails to the ground. (See log 22.1) [ 220606.1239 ] Test for rail attachment. It may be a good idea, but only when no ground is available. (See log 22.2) [ 220822.2116 ] Test with a carriage on a rail. The whole thing seems pretty stable, although it isn't (especially in curves). (see log 22.3) [ 220822.2232 ] Longer rail and speed test. Prototype can reach 50 m/s, and probably more. Still not stable, due to spring issues. (see log 22.4) [ 230202.1854 ] New rail, using a custom 30-meter-long, 1.875m square-sectionned part. Several tests using plane wheels. Still unusable as the springs are either too low to actually do something, or too high and cause the car to derail. New design, using rover wheels this time, as spring set to minimum will not cause some casing collider hit the rail, thus slowing down - and possibly stopping - the vehicle. (see log 23.1) [ 230204.1301 ] Test to determine an efficient way of arranging docking ports, to produce as much thrust as possible. (see log 23.2) [ 230204.1313 ] Design for fuel wagon and engine, the latter using four of the engine modules previously found. (see log 23.3) [ 230204.1341 ] Test of the previously designed vehicles. (see log 23.4) [ 230204.1519 ] Test of the cargo wagon and the platform, which allows loading/unloading of vehicles. (see log 23.5) [ 230208.1444 ] Stress-tested the chassis: the wheels break often. The issue could be fixed by changing the wheels, though it has yet to be tested. (see log 23.6) [ 230208.1542 ] More stress-testing, this time with fuel wagons and in a straight line. Results indicate that more wheels might will be needed. (see log 23.7) [ 230214.1831 ] Test for rail segment coupling technology. The technique used works good. It will be kept unless a better one is found (which is very unlikely). (see log 23.8) [ 230701.1744 ] A bit of theory about the use of fairings as rails, to make the MonoRail fully stock. (see log 23.9) TBC
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Would need a monorail! Dev topic here: Go to Pol, there would be a real Kraken (I just forget the specific location).
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Exoplanet ideas:
Nazalassa replied to Pthigrivi's topic in Prelaunch KSP2 Suggestions & Development Discussion
Hahaha What about Face McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou McPicsou sorry the ⌘V keys got stuck sorry sorry sorry sorry sorry sorry sorry sorry sorry sh*t it did it again -
Exoplanet ideas:
Nazalassa replied to Pthigrivi's topic in Prelaunch KSP2 Suggestions & Development Discussion
Well, that's like Sun or Neptune, both have same properties (kinda). Also, got an idea: a planet about 42 km in diameter with an irregular surface (something between Pol and Bop), cliffs, steep slopes, and a procedurally-generated underground cave system (like what I expected on Tylo, not a dumb roof-like thing) where you could build a base, a monorail or whatever. The tunnels would be 5-meter wide and high and with a roughly circular section. Coloration would be Tylo's one. And why not having a cool ragdoll for Kerbals when they hit the ceiling, like a "OW !" message in the message list -- as you have when you complete or fail a contract. Would need removing the "timewarp teleportation" or you could never land something inside. -
Exoplanet ideas:
Nazalassa replied to Pthigrivi's topic in Prelaunch KSP2 Suggestions & Development Discussion
Yeah it's totally insane, but I have an idea for a KSP-like video game, free and open-source, with a planet maker (official) and one or two new systems each one or two updates. Then players will propose planets, the devs will compose several realistic systems with them (in squid way (I'll use squids instead of kerbals)) and the players will vote for the one that would be added officially to the game. Remembers me the gelatinous dodecahedron I used in D&D... Hey, that's an idea! A planet made of a material which will be atmo-like on the top and its properties will get closer and closer to a liquid's ones as you go deeper, eventually becoming high-density liquid. Of course the planet would have 12 sides, numbered from 1 to 12, the numbers are visible from the map view. Remembers me the gelatinous dodecahedron I used in D&D... Hey, that's an idea! A planet made of a material which will be atmo-like on the top and its properties will get closer and closer to a liquid's ones as you go deeper, eventually becoming high-density liquid. Of course the planet would have 12 sides, numbered from 1 to 12, the numbers are visible from the map view. Remembers me the gelatinous dodecahedron I used in D&D... Hey, that's an idea! A planet made of a material which will be atmo-like on the top and its properties will get closer and closer to a liquid's ones as you go deeper, eventually becoming high-density liquid. Of course the planet would have 12 sides, numbered from 1 to 12, the numbers are visible from the map view. EDIT: I don't know how I did, but I posted three times the same thing... -
Yeah, would be nice for my 14-years-old computer. It lags with 200+ parts when in space, and with 0+ parts when in-atmo That's Perlin-noise scatter generation, no? I did something like that on my Numworks calculator (the Perlin noise, not the terrain scatter). Whatever, if you don't change the seed they normally reload the same. Depends of the size, so if you want to have the same terrain scatter etc in two saves they have to have to have to have to have to have to have the same seed. If you have access to persistent.sfs you can copy-paste it.
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Minmus Mining Base Woes
Nazalassa replied to Duke Leto's topic in KSP1 Gameplay Questions and Tutorials
Oh, I have a pretty-foolish idea: make another game like KSP, with space squids and handmade [ game engine (no Unity or that), coordinates representation and vessel landed loading manager ] ... I have ideas ! Let's do it in C. -
Just edit the save file persistent.sfs, or use SIMPLEX assembly (not sure the mod will work, but I'll try) Put a probe on it (DON'T USE THE ATTACHMENT POINT OF THE ANCHOR) rotated so it faces the other ground anchor or the cardinal direction you want (target mode), then put a hubmax rotated so it aligns with the probe. That's the closest approach we are able to do so far. Is the mod out? Place an Anchor, then a docking port on it, then dock your craft to it.
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Yeah, I'm experiencing bizarre things. I've started a "base" on a class C asteroid and I lost almost 2 hours of hard work in EVA construction mode when I got one of the shuttles back to Kerbin . In fact, all the base parts placed on the asteroid were placed, say, 50 meters away, and at the same 3D position (screenshots coming). I've found an old save, when I only placed the cupola from K&K planetary inc. So now I have to rebuild almost everything. Also, when I said "station", I meant "something that looks like a planetary base, landed on an asteroid".