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KSP2 Release Notes
Everything posted by Wahgineer
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But it effectively stops the constant (and annoying) recurrence of them.
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4316:Awsumindyman returns from a 300 year sleep. 4317: The Tau stasis pods are dropped into the super massive black hole at the center of the galaxy, completely destroying them. 4318: The Tau are finally exterminated forever. No traces remain: no DNA, no stasis pods, no bodies, no cities, nothing. The Tau and the Kau are no more.
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Multiple launchpads?
Wahgineer replied to TechnicalK3rbal's topic in KSP1 Suggestions & Development Discussion
multiple launch sites would probably be best for multiplayer, where one can choose where they place their space center. -
The new parts are overpowered, if you use them for satellites. The thing is, every part size has a different purpose: the 3.75 meter parts aren't meant to lift a single crew vehicle, they're meant to launch the sections of interplanetary ships into orbit, to move asteroids into stable orbits, to build a rocket with the same capabilities as before, just with less parts.
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so.. bringing an SGC to our universe would more or less destroy the planet, if not the solar system?
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Because the problem we see is no their. Imagine: You, being anit-SLS parts, sends up a totally 2.5m asteroid redirect mission. You arrive, dock to the asteroid, then begin to slow it into an orbit around kerbin. Yet, as you do so, you realize that the periapsis marker is barely moving. You exhaust all of your fuel, but are still on an escape trajectory. The problem? the engines you used are too weak and too inefficient, and the tanks too small.
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I find this kind of funny: We ask, over and over, for newer, bigger, better parts. We get said parts, and all you guy do is complain. We ask for multi-engine clusters combined into one part. We get said part, and all you do is complain about it. We ask for the ion engine to get a thrust boost, we get it, and all you do is complain about it being OP. We ask for joint reinforcement to reduce the amount of struts we use, for bigger parts to reduce part counts. We get stronger joints, and you say it's over done. We get bigger parts, and all you say is that they're op. Harvester himself said that these parts were designed with idea that by the time you unlock them, the payload is more important than the rocket. That is, you'd much rather spend more time doing stuff in space rather than spending ages building a rocket to lift it.
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Calm down man, we aren't ready for intergalactic SSTO's just yet.
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If the natives were nervous before, they'll be scared ****less now.
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the ion engine is way too OP
Wahgineer replied to lammatt's topic in KSP1 Suggestions & Development Discussion
Believe it or not, but some one is working on some sort of special, in-atmosphere ion engine for planes. -
Space Engineers, Minecraft, KSP. In the future (hopefully): Scrumbleship, Science of the Spheres.
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It's gone? IT'S GONE?!?!? IT'S GONE!!! HALLELUJAH!!!!
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Not really, since you have more of a choice: don't like them, don't use them. Just because their not the way you want them doesn't mean we need to nerf them into uselessness. With career mode, they should be balanced through COST and the TECH TREE rather then through changes in their performance.
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Engine balancing issues in ARM?
Wahgineer replied to a2soup's topic in KSP1 Suggestions & Development Discussion
All that really needs to be done is to rebalance the tech tree for career. The new stuff is OP by design. Like AbhChallenger said: the age of the orange tank lifters is over. Now it's time for the newer, bigger, stronger, launchers with less part counts to take their place. -
4160: Kerbals capture, redirect, and research their first asteroid.
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4130: Multiverse Tech is discovered, and a gateway is built. The Kerbals start sending their first, unmanned craft through to investigate: The Microverse (from NovaSilskos science of the spheres game).
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4021: it is recalculated that the interstellar ark won't receive the message, since it is heading at superluminal speeds towards the milky way galaxy, eventually to arrive at the real Earth.
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Hangars next to KSC Runway
Wahgineer replied to Raven.'s topic in KSP1 Suggestions & Development Discussion
The devs stated that contracts will be used to earn money, and that 0.24 is the economics update. People aren't assuming anything; if anyone is assuming anything, it's YOU. -
Hangars next to KSC Runway
Wahgineer replied to Raven.'s topic in KSP1 Suggestions & Development Discussion
Have you been living in a hole? The Devs have told us constantly how money will work: contracts, the three currencies (money, science, reputation), the three currencies being interchangeable, etc. The only part of currency we don't know about is what money will be called (dollars, credits, etc) and how the game will handle recovering parts/vehicles. -
And I said, way earlier than that, that a colony ship is to arrive in our solar system, in the milky way galaxy, in their year of 4905. So leave my little history project alone. The kerbals will meet the humans eventually (in about 954 years, plenty of time for other stuff to happen).
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3950: After continuous and careful investigation, the disk is found to contain a map to another solar system. Ships and satellites analyze the galaxy and find that no star has the correct dimensions/radius/whatever. A telescope turns towards a random patch of sky: and finds the star, sitting millions of light years away, in the next door spiral galaxy. Coincidentally, the intergalactic ark is expected to arrive at this star specifically. Since it is heading at speeds greater than that of light, they can't message it to change course.