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Everything posted by spikeyhat09
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whackjobs next task - bring a class E asteroid down to kerbin, and then launch it back into orbit
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1. it does tell you the size. just click on an unidentified object and it will say class A (tiny), class B (small), class C (medium), class D (large), or class E (huge) 2. you can already tell when an aseroid will impact. track it, and look for the kerbin intercept. if there is no periapsis, that object is on a collision course 3. IRL, IIRC, whether or not an asteroid will make it through the atmosphere is determined mostly by its composition and angle at which it enters the atmosphere, not sheer size so much.
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i would definitely agree that some of them are overpowered. one of them is better than or equal to the mainsail in literally every way (much higher thrust, much higher isp, only 0.5 tons heavier). however, it is in early access. its going to have bugs and/or balance issues. instead of criticizing the new parts, we should be providing feedback on how we would balance them
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I believe i have that in my sig still... i suppose ill find out as soon as i hit "Post Quick Reply" edit - yup
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Is there a way to revert back to 23.0?
spikeyhat09 replied to Clockwork13's topic in KSP1 Gameplay Questions and Tutorials
u w0t m8? i havent had that retrograde issue personally (however the 2.5m probe body is completely bugged to hell for me) -
I didn't see a thread for this already, and i didnt think it belonged in the ARM/0.23.5 megathread (of course, feel free to move it if you think its too similar) so here it goes im interested to see your asteroid tug/contraption designs! here's mine
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well i dont play career mode anyway (I almost never find grinding in games to be the slightest bit amusing), i just play sandbox like i always did prior to 0.23 or whenever it was added
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just a quick question about the upcoming update, about how massive (in kerbal tons) on average are these asteroids supposed to be? im curious because id like to create a few new moons around kerbin when it comes out, but im not sure if that is simply out of the question because i would need like 50 mainsails or something on a side note, will asteroids spawn elsewhere in the kerbol system as well? (i know you wont be able to see them in map view because only kerbin has a tracking station) will it be possible to accidentally come across an asteroid on your way to some other planet?
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Found a new way to slightly boost your framerate.
spikeyhat09 replied to roblamb98's topic in KSP1 Discussion
When amd's mantle comes out (or i guess now that it HAS come out), will it be possible to run ksp on it? what api does ksp use in the first place? we all know that any and all workload shifted from the cpu to the gpu would really boost ksp's performance -
i watched a stream once of someone landing a "space hotel" or something on eeloo, except i think it had more kerbals and they were in the hitchhiker capsules still when they landed
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people still play minecraft? o_O
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Name KSP's currency (or at least suggest it)!
spikeyhat09 replied to SkyHook's topic in KSP1 Discussion
SRBs. every transaction is done in exchange for SRBs. -
Am I the only one afraid to leave Kerbin?
spikeyhat09 replied to Deadpangod3's topic in KSP1 Discussion
yes 10char -
What kind of computer does it take to run KSP on high settings?
spikeyhat09 replied to Pipcard's topic in The Lounge
amd fx 4300 sapphire hd 7870 ghz edition 8 gb ddr3 1333 mhz dual channel win 7 64 bit ksp max settings usually ive yet to build a ship with a big enough part count to bring the fps below the 20s -
Found a big purple ball on Minmus
spikeyhat09 replied to AlkalinePorcuipine's topic in KSP1 Discussion
what if squad created a super secret second version of the ksp client, with only 1 key difference - that giant obvious easter eggs would be scattered throughout the system. then the client is only downloaded once per every 1,000,000 downloads from the website 0.0 -
What kind of computer does it take to run KSP on high settings?
spikeyhat09 replied to Pipcard's topic in The Lounge
You know, just because at this moment ksp physics is not optimized for multicore setups, doesn't mean it will always be. unity will have to optimize their physics engine for multicore processors at some point, or it will die. I find it highly unlikely that ksp will never have multicore physics, so getting a bunch of cores is still valid. having a lot of cores will become invaluable for ksp when (not if, when) unity physics has multicore support -
build a vehicle that can achieve orbit, land on the mun, and return, all in 1 stage. a singe-stage-to-mun-return
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i dont play with mods. the mods for ksp never follow the same style and balance as the stock version (with the exception of KSPX, which was actually included in the game eventually anyway).
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i dont know how many of you have noticed this yet, but in the new tweakables menu for parachutes, you can now set the height and air pressure in which the parachutes on your craft deploy. i find this extremely helpful, as the default 500 meter level makes descending take an eternity
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How does this relate to the thread topic of "New Features in 0.23"?
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It isnt Science-Fiction. It's Science-Fiction.
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just wondering, why hasnt there been a kerbal weekly the past 5 tuesdays? did i miss something? is squad not doing them anymore? i always looked forward to them...