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KSP2 Release Notes
Everything posted by The Error
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[WIP] Universal Fleet Solutions - A Modular FTL Spaceship Project
The Error replied to Acea's topic in KSP1 Mod Development
Wow. The modular hull portions alone are top-tier. I look forward to this with much anticipation. -
Meanwhile, here's me, sticking to 1.3.1 and 1.4.2. Nice to see this back in action! And am I correct in assuming you're using the Random Part Failures mod? Or did this one decide to just blow itself up regardless? :V
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What's this? Another Concord story? Count me interested!
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Hah. That pun didn't even occur to me until the second time I read it. Then again, I do say "Vaul" (as opposed to "Val(entina)" when talking about the iceball. I feel derp.
- 6,461 replies
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- totm mar 2024
- kerbfleet
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No, Mystery Goo, you are the Kerbals.
- 6,461 replies
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- totm mar 2024
- kerbfleet
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0] Ensure RCS pack is disabled. 1] If disabled, re-enable, fly about a few seconds, then land and disable. Try Dramatic Walk again. 2] If still unsuccessful, the Space Kraken looms. Return to KSC and re-load from there. 3] If problem persists, consult local priest/minister/rabbi/shaman/other. See about exorcism of Space Krakens.
- 6,461 replies
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- totm mar 2024
- kerbfleet
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Yaaaay! Happy landings indeed.
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Right onna nose! Nice landing. And Navy aviators think they have it hard.
- 6,461 replies
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- totm mar 2024
- kerbfleet
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Good trap. I guess it's kinda hard to catch the #3 wire, but hey. Happy (upcoming) landings!
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- totm mar 2024
- kerbfleet
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Most (I think all?) cockpits with an IVA have a radar altimeter available, but there's not one on the default HUD. And you can't exactly go IVA on a probe.
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- totm mar 2024
- kerbfleet
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Rocketeer -> Corporal -> Rocketry Corporal -> Sergeant -> Rocketry Sergeant -> Warrant Officer -> Chief Warrant Officer -> Master Warrant Officer, maybe? I'd translate to Kerbfleet spelling, but those make my brain hurt at the best of times. :P
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- totm mar 2024
- kerbfleet
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Long-term Laythe Mission (pic heavy) - ^_^ With Part 45 ^_^
The Error replied to Brotoro's topic in KSP1 Mission Reports
I feel like the Laythe Base crew are having a (series of) moment(s) of "What have I done, what have I done, what have I done to deserve this." -
It says something about this space program that they're going to need intelligence analysts for some of the stuff they find.
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Kerbulus spotted! Now comes the challenge of convincing the crew it's actually a Mirror, Mirror, not just an unspotted planet. Happy (if concerned) spacelanes!
- 6,461 replies
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- totm mar 2024
- kerbfleet
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Credit where credit is due; as April Fools' jokes go, that one was actually entirely unexpected. Also; shoulda had the faux-sóuffle.
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- totm mar 2024
- kerbfleet
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My accent flops between Canadian, Scots, English, Irish, and Aussie at random, so I feel the Accent Pain Regardless, excellent start to the new chapter! I'll put down 10 funds that Jeb isn't dead and a further 15 funds that he's time-travelled.
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I'd quote @SpaceplaneAddict here, but my tablet browser is pitching a fit. As to armament; if you have engines, you're armed with a giant blowtorch. If you have probes, you have guided missiles. If you have remote-piloted auxiliary craft, you have torpedoes. And when all else fails, pointing the bow at something and shouting "ramming speed" tends to work out nicely.
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- totm mar 2024
- kerbfleet
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Welp. Kerbulans and assassination (sorta) and a thickening plot, oh my. At least Intrepid is armed. Though I imagine the crew will be unlikely to realize / be capable of utilizing this.
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- totm mar 2024
- kerbfleet
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Being fair, he might have just been fired into a random alternate universe or somesuch.
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More testing indicates ship's speed is irrelevant; as soon as the torpedo hits the water (regardless of drop time delay) it goes bang. Might try air-drops next, but... I'unno. Maybe a conflict with another mod. EDIT: If fired subsurface, torp will either launch, float to normal depth, and cruise away at a blistering 7m/s or so. Or it might pop up to the surface and explode anyways. Wierd.
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Speaking of torpedoes, I keep having issues with the long-lance torps detonating on contact with the water. Not sure where the issue is (using a normal 610mm launcher with the appropriate torpedoes) but having my ship cut in half whenever I try to launch is... problematic. Anyone else getting this?