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KSP2 Release Notes
Everything posted by Sigma117
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I'm thinking there'll certainly be a fair few of them. Shame, but there's nothing to be done about it.
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I find it amusing that people are still saying that saves won't break. The second post on this is a guy saying it won't. I mean, the main developer has said in public that it will and you don't believe him? Seems strange (Or trolling). As for this, not too fussed since I'll still be able to manually move the .craft files over, just means relaunching things I want.
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I really like the idea behind the orbital construction mod. Seems well balanced in that you need to ship the parts there in the first place.
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Will we be able to import .crafts to .21 from .20?
Sigma117 replied to Sigma117's topic in KSP1 Discussion
Thanks for the reply Harv, means I can still be building while I wait :3 -
There and back again...again
Sigma117 replied to Sigma117's topic in KSP1 Challenges & Mission ideas
Anywhere, since you're only getting to orbit and back, touching the ground/sea is all that's needed. Though that means there'll be an advantage to taking off from the highest point. -
[Stock] Station Escape Pod Challenge
Sigma117 replied to nerdboy64's topic in KSP1 Challenges & Mission ideas
Fixed it, the images were loading fine for me so I didn't notice. Thanks ^^ -
There and back again...again
Sigma117 replied to Sigma117's topic in KSP1 Challenges & Mission ideas
Since it's still one launch, sure. I always forget the can do that. -
[Stock] Station Escape Pod Challenge
Sigma117 replied to nerdboy64's topic in KSP1 Challenges & Mission ideas
My entry: The Cluster Pod. Our engineers figured they could lower the chances of losing all our kerbals to station debris by clustering them out on deployment. A few trial runs later, and they had this: On the Pad Ap/Pe All 5 Kerbals safe Note: Only one pod was manned, for testing purposes (Read: too lazy to fill it up) It weighs a total 9.05 tonnes, a large amount of which is the fuel. We believe the fuel offsets the extra weight as it allows more d/V for manoeuvres. Total part count is 19. For those concerned about the odd docking port placement, it is to encourage attachment to a station via structural supports, to lessen the chance of damage to the pod and its occupants during and emergency. Edit: Standard score I think would be 550. I'm not sure if it qualifies for launching 5 at once though~ Edit 2: That's what I get for trying to use dropbox, the images loaded fine on my end :T -
Multiplayer is made by throwing code together it seems :p
Sigma117 replied to Sigma117's topic in KSP1 Discussion
"HyperEdit, to bend space, and avoid time at all." ...the best description of HyperEdit I've ever seen, kudos to you sir. -
How many times can you get one craft from the ground to orbit, and back again without refueling? (On Kerbin, for now at least) Rules: -Only one launch (can be VAB, or SPH) -Balanced mods only, and state which ones -No refuelling -Documentation per phase, showing fuel levels in the resource tab (Phase being on the ground, and in orbit) -Orbit being defined as a minimum ap/pe of 75km More rules may be added, seeing as I'm new to challenges Scoring: You earn 0.5 per phase, so your first orbit gives 0.5, and touching the ground again would give a total of 1 etc. Leaderboard: 1. Tavert -12 As for my entry, most everything I've built scores an even 1, I'll work on getting a 1.5+ since I've only just had the idea~
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KIDI- Kerbal Interplanetary Defence Initiative
Sigma117 replied to sodopro's topic in KSP1 The Spacecraft Exchange
Someone should take all the stock .crafts from this and make a space army -
Multiplayer is made by throwing code together it seems :p
Sigma117 replied to Sigma117's topic in KSP1 Discussion
I think you're working on different perspectives. One person is thinking sanbox with friends, in which case co-operation and station building is great, and implied. While the other is thinking sandbox with random people, where...the less fun aspects come into play. Still, the main gameplay flaw in mp is timewarping. It's needed, and I've yet to see a good solution to the issue. Someone suggested a warp drive, but that would lead to people pointing at the Mun (Or planet) and firing, missing out half the fun (It is fun right? ) of learning how to get there realistically. As for the sticky thing, I agree with that. If something is going to be banned, there should be a sticky along the lines of "Banned Threads" I read the rules once ages ago, and not once since, but a banned threads will likely stand out and be read more. -
If I land a base, it's usually just a one launch thing, 200-300 parts as needed. Just send it down on a booster, and slowly land. Then thrust up the engines, and detach them to...remove them :3
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Multiplayer is made by throwing code together it seems :p
Sigma117 replied to Sigma117's topic in KSP1 Discussion
That looks good, but a glance over it shows this: "- Of course, because noone wants to wait for 400 days, the server time will be updated to the highest vessel-time when noone is on the server (and maybe all 3 hours even with players, then there would come a message around 20 mins. before the update like this: "Please be careful, there will be a time-update in 20 mins. and every vessel not saved at that time will be deleted!"), so you don't have to wait that long!" So...I'm waiting for a launch window tomorrow, log off for an hour and it's suddenly 20 years ahead in ksp time because someone warped... -
Stock Battleships! [Post your own!]
Sigma117 replied to Blacksmith's topic in KSP1 The Spacecraft Exchange
I direct you here for 51 pages of battleship goodness :3 http://forum.kerbalspaceprogram.com/showthread.php/25376-Showcase-KIDI-Kerbal-Interplanetary-Defence-Initiative -
Multiplayer is made by throwing code together it seems :p
Sigma117 replied to Sigma117's topic in KSP1 Discussion
Not all of them, but from what I've seen there tends to be a larger amount of idiots...and abuse of language (Though the latter could somewhat be excused due to English being a non-native language) -
Multiplayer is made by throwing code together it seems :p
Sigma117 replied to Sigma117's topic in KSP1 Discussion
I'm not asking for it, and (while I want it) certainly realise it's highly unlikely it'll be added at all. I was just pointing out that steam post to see if others thought he was trolling or not~ -
Multiplayer is made by throwing code together it seems :p
Sigma117 replied to Sigma117's topic in KSP1 Discussion
and that's more than just a bit of thrown together code. That thing has been in dev for ages now. -
Multiplayer is made by throwing code together it seems :p
Sigma117 posted a topic in KSP1 Discussion
Just browsing the steam forums and found this thread: http://steamcommunity.com/app/220200/discussions/0/864971765973513183/ where someone seems to claim a modder threw some code together for MP and it worked. I...really doubt his claim, but figured it's worth sharing. -
Pretty much the subject. I've got a couple of stock ships I'd like to be able to carry over, no so fussed about re launching them if they can carry over.
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How to make large plane wings look decent
Sigma117 replied to Sigma117's topic in KSP1 Gameplay Questions and Tutorials
I might take a look at it, thanks :3 -
[Scenario] Rendezvous With Roche
Sigma117 replied to NovaSilisko's topic in KSP1 Challenges & Mission ideas
I want to see somebody land this thing near the Space Center, on some form of platform -
I'm gonna say show it can be done, or it's impossible on that scale without some amazing computer.
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Aliens aren't going to be in the game, I think a dev stated as much.