wasabiguy
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Posts posted by wasabiguy
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There is a stock part called "Probodobodyne RoveMate" (http://wiki.kerbalspaceprogram.com/wiki/Probodobodyne_RoveMate) which is a great rover part but none of the probe cores "fit it". Is it possible to have a part specifically sized to fit the dimensions and thus make rovers more sleek?
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Yes, In career mode, was well worth the effort
Nest stop: Eve
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Today is the day where I landed on Duna, the first time I have landed on another planet. I looked around a bit and saw this amazing sight.
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Photoshop CS6? Is that software expensive?
Very expensive.
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All on Photoshop CS6
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You can check out my other art work at my Deviant (still starting out on it) http://alphagusta.deviantart.com/
Thank you <3
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Basically, Length and mass stats displayed in a nice little window in a corner. No further detail needed really.
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This is a very good thing to have. within the hardcore gamer crowd, dual screens are much more common now. this is something that is bet to leave untill later (perhaps until the game goes into a BETA state) because the core gameplay is what is the main area of development atm
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pics are up if you did not see.
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Some pics would be nice
Working on it, Wanted to get them up first then my PC went capoot, all sorted now
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F22/Typhoon Mixed Craft and U2 inspired aircraft
WILL NOT WORK WITHOUT B9 -Link to B9 here: http://kerbalspaceprogram.com/0-20-2-b9-aerospace-pack-r3-1/
These two crafts were built in a save with FAR (Ferram Aerospace) enabled. I have not tested them in a standard atmo model yet though but they should work fine.
U3 (U2 Inspired)
Pics:
http://www./view/ay0y9klv682eo3b/screenshot7.png
http://www./view/a9ok1ryrtadl3pc/screenshot4.png
http://www./view/h9iocbyk5v1v4rg/screenshot6.png
Download:
http://www./download/dx...9u5tz/U3.craft
F22/Typoon Mix
Pics:
http://www./view/fh84sieobpaoprk/screenshot10.png
http://www./view/df01i26ubk46m6p/screenshot9.png
http://www./view/xa98awx46niytrr/screenshot11.png
Download:
http://www./download/4xxc08dajl5agtx/F20phoon.craft
Any feedback on them would be cool
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Thank you so much mate. My idea cannot work with such small physics distance
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I know that there is a mod or plugin that changes physics distance to 100km but I cannot remember what it is part of or what the pack is called. Can someone help me out with a link to it?
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EVE Online MMO is the biggest game world as it uses real measurements of distance ( a standard battlefield can be 100's of KM across ). it has 7,699 solar systems where players can go and the whole star cluster is many MANY light year accross.
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Having a quit to desktop action in the pause menu when playing or having a button to do this in the debug menu will make quiting the game that bit easier and less risk of harming any game files when closing rh app from the desktop.
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Please add a surface attach to the sub assembly feature. Having it a snap point only way is not very good because it only makes it really useful for launch stages -.-
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Go to your save folder
Open the ship folder within
Open the VAB folder
Find your craft file and open it in notepad. (you can do this by drag the file onto the notepad window or opening notepad and going file -> open then change the filetype to all and doing the above.)
Change the type = SPH to type = VAB
this is what the first few lines will look like:
ship = RT COM
version = 0.21.1
description =
type = VAB
Oh thanks, I will remember that. Still, Auto rewrites would be nice to be added, Not a priority of any kind yet though.
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I do not know if this happens to just me or everyone, But whenever I make something in the SPH ( A rover for example ) and test it, It will say "Revert to spaceplane hanger" (Which it should) But then if I transfer the .Craft file over to the VAB in the game directory folder and test it out from the VAB, It will still say "Revert to spaceplane hanger" (When it should say "Revert to VAB")
It would be nice if the game would auto manipulate the .Craft file so somewhere in the lines it tells it where to go on the next reload using the DEBUG menu.
Anyone know how to solve this my self?
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Is there any where I can look on the website that I can look for what I need to get a job with Squad, I am currently in college in the UK doing a Level 3 games development course and I have been using Unity (Which KSP uses)
In short. Can someone link me to a Job requirement page.
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These are of such good quality that they should be put onto huge posters and be sold out I want to pay you so I can simply print them out XD
Hope fully with the way tech is going, This art work will be the in game graphics in the next few years.
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In a game like KSP where the game runs on Newtonian physics, Difficulty is un needed, It is meant to be realistic by having limited fuel within conjunction Newtonian physics so you have to manage Delta-V.
In short. KSP difficulty is stupid and wrong
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Title speaks for itself.
A simple FPS meter will help people find the optimum Performance:Graphics ratio and will help to see if they have any issues with the game which could be used in bug reports.
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It should ditch the forward engines dor the blue lighted air intakes
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I love this!!! its been a major part of my missions to Mun and Minimus. i have two orbiters whom are mapping both minimus and the mun right now!, i am very impressed, well done
New probe core (Also counts as a mod request if someone wants to make it now)
in KSP1 Suggestions & Development Discussion
Posted
I understand what you mean but I like to see all of my parts. I am a bit of an artsy person when it comes to my craft XD