lukerules117
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Everything posted by lukerules117
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It's good stat wise but the best early game heavy fighter is the he 110 it's better then the do 217.
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Choose your super power, then have it trivialized
lukerules117 replied to saik0's topic in Forum Games!
OK you are now invisible to blind people the ability to fly -
Player name:nikolai barabshnov Archetype: engineer Funds: 10.000 Organisation Name: german space program -Motto:still safer then the kerbal space program -Nation: Germany -Researched components(Please place these in a spoiler) - Small fuel tank ( 125 liters of liquid fuel per meter hight) - Small thrusters Weight 100 kg,Failure chance 50%, 1meter high, Can carry 2kg of weight to LEO per liter fuel, Max fuel use: 1000) - Single stage hull(75 kg weight per meters high, max 10 meters) -Designs -None at the moment -Assets Small labs(1 research action per year, researching cost 1000 money) Small launchpad(Can launch rockets of up to 10 meters, max 12 launches a year) Small Mission Control(Can monitor exactly 1 launch a year) Small manufacturing and design factory (Can build rockets, can design new rockets($2000+Price rocket)) -Special people -None yet -Special thingy:bigger fuel tank
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Maybe last time I checked it was on green light
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It only happens when I'm playing on full real or simulator. @redwolfy: no
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yes lkhjhbl
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why do the planes spin why they're flying near the ground
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My username is somerandomnoob my favorite WWII plane irl is the p51d, in game my favorite plane is the bf110
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You could try pytheas
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I am trying to balance a light minmus lander
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I am looking for some good text based games.
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What is a Kerbals impact tolerance?
lukerules117 replied to llamatoes's topic in KSP1 Gameplay Questions and Tutorials
really high if they land on their head. -
Day Trip to the Mun Challenge/
lukerules117 replied to RepoRogue's topic in KSP1 Challenges & Mission ideas
look at the mission time when metaphor planted the flag... -
Farthest Distance Traveled in 10 minutes
lukerules117 replied to zarakon's topic in KSP1 Challenges & Mission ideas
the fuel limit is way to low, the orbiter I use has about 70000units of fuel on the first stage. -
167. we use chairs for reentry
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wow there is no people here yet? I force people to play this
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post uses for whack-a-kerbal can a mod move this to general discussion
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$100 000 Space Program
lukerules117 replied to koshelenkovv's topic in KSP1 Challenges & Mission ideas
How do you people make these rockets so cheap, the cheapest thing I could get in to orbit cost 5370? -
The purpose of this thread is simple: the regular RtD rules apply but the GM changes every turn; nobody is allowed to GM twice in a row. Ideally, everyone who participates would play GM at least once, but, since this is likely impractical, the rule will be that whoever wants to give it a try next round calls dibs (with priority going to those who have never GMed before). If you commit to being the GM, you must resolve the round within three days, or else somebody else will assume control, and, thus, you just wasted your turn. If you have the time and inclination to make an event or to set a (reasonable) challenge for the next GM and/or players at the end of the round you govern, then go for it. These new rules are all detailed with the others within the quote bracket below. Quote: Basically, this is an RPG where you play as yourself. You can attempt to do pretty much anything- but whether you succeed or not is determined by the roll of a six-sided die. Summary of the above: If you roll a: 1- Critical Failure: The opposite of what you intended occurs, usually in such a way as to screw you over. And yeah, I DO mean screw over. If you try to use your -3 to "Not find 1,000,000$", then I'll likely pit you against a bag of killer coins. 2- Failure: You fail to do what you were attempting. 3- Marginal Success: You accomplish what you were attempting, but in a sub-optimal way. Or maybe not, depending on what the action is, and what mood I'm in. 4- Success: You succeed at the action. Trying to cause mass destruction will likely prompt a R2D against the target, however. 5- Excellent Success: You perfectly accomplish the action, and get a +1 morale bonus to your next roll. 6- Critical Success: You complete the action and accomplish something else related to it. You also get a +1 morale bonus to your next roll. Depending on the date or turn, this might be an overshoot instead, in which case I might cause it to backfire horribly due to the over-exertion of effort. You still get to keep your bonus in the end, though. To put that into an example, lets pretend to build a house, and see what the roll results would be: 1- You attempt to build a house, but instead end up destroying all the residential buildings within a 10 block radius. You now have an an angry mob heading towards your direction. 2- You try and build a house but succeed in doing nothing. Dang, Minecraft makes it look so easy! 3- You attempt to build a house, but you end up tearing up your neighbor's shed for materials. The house is done, and now he's thoroughly pissed, and threatening to file criminal charges. 4- You build a small, yet comfortable house. 5- You build a good-sized house with the mortgage payed off. +1 to next Roll for a nice pad. 6- You somehow built a mansion complete with a swimming pool and power generator. Sweet! (+1 to next roll) Furthermore, whenever someone attempts a hostile action against someone else, that person or object must... Roll To Dodge! 1- Critical Hit- the object is destroyed or the person dies. 2- Hit- the person or object is severely damaged. If successfully attacked again before recovering, they will die. 3- Light Hit- the person suffers a -1 penalty to their next roll. 4- Miss- nothing happens. 5- Compromising Miss- the defender gets a +1 to their next roll against the attacker. 6- Counter- the attack fails, and the attacker must Roll To Dodge. Other rules which players should likely read 1.) You can't attempt the same action twice in a row. (for now) 2.) You can't attempt a hostile action against other players, the GM, or the topic in the first two rounds. Otherwise this thread would asplode within the first round. 3.) You can't attempt an action specifically against everyone posting after you. You may attempt an action at the next person, or specific people, or everyone, but allowing people to target everyone after them encourages ninja posting. And that's no good. 4.) Any action attempting to tamper with the nature of the dice automatically fails. 6-siders only, damn it! 5.) Actions are resolved in the order they are posted, unless otherwise subverted by the ruling of a GM as the result of an action. GM rules specific to this thread, as detailed above: 1.) No one person may be the GM for successive rounds. Players must call dibs if they wish to assume the role of GM for the next round. 1.a) With respect to rule 1, priority will be given to players who have never GMed before. 2.) The GM may set a challenge for the GM and/or players of the next round to adhere to if s/he wishes. 3.) If a round has not been resolved by the GM within three days, another player may assume the GM role for that round. I'll do the first round, and, just to ease us in, I won't do an event or set any challenge for the next GM, but, if it comes around to me again... Well, there are no guarantees. Your setting is a quiet port town, where you have all just gotten off from the same boat in the morning time. The salty spray of the sea breeze is quite refreshing to the touch, and the sun has just lifted itself up from the horizon. So... SHALL WE BEGIN?
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George Washington became the first man to walk on Jupiter in 1234
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Free For All Ultimate Race Car Build Challenge
lukerules117 replied to 1096bimu's topic in KSP1 Challenges & Mission ideas
so this is a challenge to build a kfc and then drive around it I'll edit this post when im done -
I just landed my first rocket on the mun, and now I want to get to minmus . Do you have any tips?