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KSP2 Release Notes
Everything posted by Spartwo
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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
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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.
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(PM for craft cause there are certain people I don't want getting hold of this)
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Launch a bunch at once?
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[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spartwo replied to Ven's topic in KSP1 Mod Development
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. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spartwo replied to Ven's topic in KSP1 Mod Development
Seems it's not a Revamp related issue. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Spartwo replied to Ven's topic in KSP1 Mod Development
I'm not sure, I'm having an issue with solar panels where they're just static and open, not receiving light either. I'm gonna try re-installing and see if that fixes the issue. -
See the thing is that it's not. You place parts at 45 degrees and boom, stealth. Case in point. Myself and Canberra both built these with ease. I just don't think that something like this should outdo other craft designed after actual stealthy planes. In my opinion a positive change would be to retain some parts of the previous system as to not make the new rule of thumb "everything at 45 degrees". Or like mentioned in another user's post; divide the different directional RCSes into only being used from that direction. In front of plane? Frontal RCS. Above? Above RCS. and so on... This would create a lot more specialization for Bombers, Fighters, or surface craft where different vectors would be more important to cover yourself. Something else that would be good to see is RCS taken from more angles. As it stands the views from only front, side, and below are easy to exploit as shown by my craft and others on this thread.
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No idea what TPT is but Kerbal roleplays have ran as long as the game. Our group has been hosting them ever since RP was banned here on the forum. As for @WinkAllKerb'': absolutely no idea what youre saying.
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Or it could be that you've been banned. The links have been tested and are both fully functional.
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Third episode wasn't just good for that show it was damn good Star Trek.
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Advanced Vehicles Competition
Spartwo replied to Joseph Kerman's topic in KSP1 Challenges & Mission ideas
I'm lacking MLRs, don't see the point in firing up to 40km away when you can send aircraft or move SPGs up closer. Don't go looking for craft where you think we can't see you, pretending you can make your own instead of taking the ones you were offered to save face. -
Bit more effort went into this one.
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Compilation including 100% craft fielded in the game.
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You can turn it off in the settings I forget which setting. Try to keep as much above the waterline as possible, armor has tons of drag. Biggest ship goes 55 by doing that.
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The newest generation, older ones were more armor and less speed. Smol gif
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This is big I should spoiler this.
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Time for a bit of aerial assault.
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You reply as if we're on opposing sides of the argument.
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