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Spartwo

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Everything posted by Spartwo

  1. KerbalPowers 2055 We've passed the 15 year mark and the time has come for an expansion of the game’s scope. The ‘55 update seeks to do so. What's new? KP 2055 features streamlining of the ruleset, a wiki, and opening of space. Space Orbital launch limits have been removed with space spending being amalgamated with military for an easier experience on the edge of space. The expanse of space brings opportunities and perils alike. Wiki A general consensus towards a need for a wiki, u/Red_Beret took it upon themselves to set up a wiki. There will be an ever expanding database of information needed for any needs added over time. What's different? A number of changes have been made to how the game works in conjunction with KP 2055 to improve upon the standing rule set. Clipping Stricter limits on clipping have been instituted, disallowing weapons stacking or clipping. As a result any craft built to replace existing craft replace their predecessor rather than being purchased. Callouts A change to the callout system shifts some responsibility towards moderators in final decisions. Mods are to be contacted over grievances and no longer public bullexcrementstery. AI Assignment AI have been assigned to the nearest player nation to expedite seizings.
  2. Not available, outdated. Some may be here https://www.dropbox.com/s/kmq0qfglafgym2h/The scrapyard.zip?dl=0
  3. Armor: good Everything else: Not so good -no range -light weapons don't fly straight -Lack of purpose beyond combat Heavy are pretty decent
  4. I only see a persist of. Will be soon though
  5. I kinda feel like a fight, you know.
  6. KP 2050 We've passed the 10 year mark and the game's first big update is now coming out. What's new? KP 2050 features a number of new features to expand game options and make the game experience easier. Robotics A number of robotics parts has been added to the modlist allowing for anything from variable wings, to tiltrotors, to giant mechs. AI Nations 14 AI nations have been added for players to coerce, fight over, or invade to their hearts content. Nations Automatic Economy An automated and public economy has been added, every player will know roughly about all others, making cheating more difficult and running a nation easier. What's different? A number of changes have been made to how the game works in conjunction with KP 2050 and to improve on the rule set. Player Protections New players are given a 1 week grace period in which they cannot be attacked so they may get their bearings. Collapse The formula for economic collapse has become exponential starting at 15% rather than the previous rate of straight starting at 20. Alliance Limit An alliance size limit has been agreed to as 5 and is enforced on a moderation level now. 1.3.1 The game has moved to 1.3.1 officially with a fully updated modlist
  7. A definite improvement on that one major issue but now that there's some parts of a system taking it from 6 angles why not take it from all of them and average from there. As it stands making the side less stealthy than the front is a worthless effort because the calculator will just switch to a less favorable angle. Directional stealth is more problematic now than even before. Without a doubt the beta is heading in the right direction.
  8. (PM for craft cause there are certain people I don't want getting hold of this)
  9. Conflict with a solar panel config from Kopernicus, a section from the Renaissance compilation, issue non existent in 1.3 Edit: Just remove the solar config from it and it works perfectly fine.
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