elxverde
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Everything posted by elxverde
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My favorite part of each update is getting to start over. I get my dead Kerbonauts back with a fresh opportunity to build better things in an improved game system.
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Then make sure your payload is properly shielded. Some of you are just afraid of being forced to think, I think.
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I'd like the VAB floor to be solid, so it's easier to build things level.
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Post your space station MEGATHREAD
elxverde replied to joppiesaus's topic in KSP1 The Spacecraft Exchange
I put a little too much juice into the launch phase of my new space station, and ended up with an interplanetary ship core instead. ¯\_(ツ)_/¯ -
Looks like a sugar glider. Awesome.
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That's definitely a shady area.
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Whoever compiled that list didn't wade into Laythe's oceans or lakes. There are separate descriptions for that on EVA and surface samples.
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Mainsails are stronger than i expected...
elxverde replied to SoldierHair's topic in KSP1 Discussion
Has anybody taken one of these cannons into orbit and fired them at the great nothing? Without air resistance, and with a prograde boost in low Kerbol orbit, you might really get something apocalyptic. -
(Not the creamy stuff inside, but the order the game fills craft with.) I had to send Jeb, Bill and Bob on a Kerbin roving mission to keep them safe because, no matter what, my game always puts them in my <strike>suicide booths</strike> space ships first. I never noticed it before .22 because I have zero regard for Kerbalkind in sandbox, and I was just wondering if anybody else has had this issue. I hadn't seen it come up in this forum since the update, and I would like to let them hang out in the astronaut complex instead of keeping them in hiding in the mountains. As a thanks for responding, my first working rover on another planet: Never bothered with them before SCIENCE.