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Everything posted by noobsrtoast
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ksp is the best place for you to start making videos, because the ksp community is the best, reading the posts here has helped me get my channel underway decently, one thing to keep in mind is that were not call of duty players were mature and we support each other, so go ahead and make that work of art because your on our forums now, and your video will get attention
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resource mining mod (not just like kethane etc)
noobsrtoast replied to noobsrtoast's topic in KSP1 Mods Discussions
you will have your wish -
resource mining mod (not just like kethane etc)
noobsrtoast replied to noobsrtoast's topic in KSP1 Mods Discussions
if your a modder thats interested in using this idea, maybe i will listen to you, but if your not until a real modder comes along and says "tldr" then maybe -
im not a modder myself (though i plan on learning one day), but this was something i had in my head for a while when i noticed how in kas, kerbals had an inventory and could build stuff, what i was thinking was you could expand on that and add resource gathering and processing into building materials which kerbals can then use to build simple structures. for example: gathering aluminum off the surface of a world would allow for simple base modules to be constructed and would provide simple living space, and the strength of such structures depends on the material used to construct them. It could be a modular building system similar to dayz epoch as an example except with materials that can withstand the extreme conditions of space. Another thing that could be implemented is planet specific abundance of resources, for example duna would be mainly iron rich, the main resources of laythe would be sand and gems, which could be processed into glass and perhaps eventually used to make simple solar panels or something. There could be a whole array of different parts for processing different resources, metals and glass and such would need a smelter, collecting trees would need saws and such, water would need scoops and boilers(steam power), I don't know the stuff that goes on in my head is questionable, somebody, anybody consider it.
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nice job on this one, use of rcs to keep the flips of death at bay was brilliant
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star systems and this mod should seriously merge
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[0.90] StarSystems v0.7 (Dec 15) - Under New Managment
noobsrtoast replied to medsouz's topic in KSP1 Mod Development
stunning, just absolutely stunning, the modding scene will get very exciting in the next few months i think -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
noobsrtoast replied to AlphaAsh's topic in KSP1 Mod Releases
badass, this mod is just the greatest thing that has ever happened to this game, makes it feel a lot more like a simulator- 2,488 replies
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- launchsites
- bases
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im saving up for a new computer and i want to know what kind of parts i should get for optimal ksp performance, and im not just talking no lag im talking no lag with everything on highest graphics settings, with a ton of mods including mods that make the game have better visuals or mods like krags planet factory, with fraps recording, and while i have skype and the internet and numerous other things open, any advice on what to look for would be greatly appreciated thanks
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so im having this annoying issue with procedural wings where I cannot scale the damn wings, I can adjust the thickness but I cant scale them with mouseover r/t/g, I have far installed but I got the dll fix on page 92 of the forum section, and its still not working, i can provide a link to my gamedata folder and stuff if that helps
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[1.3.1] Ferram Aerospace Research: v0.15.9.1 "Liepmann" 4/2/18
noobsrtoast replied to ferram4's topic in KSP1 Mod Releases
this mod is amazing, at first I was struggling with it but after I started to pick up how it worked it makes the game so much easier to play, launches are faster and take less fuel, planes that should fly actually fly, you can actually make big things that glide well, and when you get into a stall you can actually recover from it- 14,073 replies
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- aerodynamics
- ferram aerospace research
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[0.90] Procedural Dynamics - Procedural Wing 0.9.3 Dec 24
noobsrtoast replied to DYJ's topic in KSP1 Mod Releases
I cant scale parts, wierd -
a rough copy of the type 26 multirole fighter from Halo wars, the best I could come up with using ksp parts and kerbpaint, its painted in a heretic gold purple scheme, and as is to be expected It does not and probably never will fly though I challenge you to try and make it fly, in the games lore they use gravpods in the wingtip engines to assist in flight and can travel up to speeds of about 300km/h, with those stubby wings I can understand why here's a screenshot: http://imgur.com/gallery/GAwQoGK/new here's the .craft file on my dropbox if you want to play around with it and maybe see if you can get it to fly (post a screenshot here if you manage it): https://www.dropbox.com/s/q4cqlcl0o6hivvj/halo%20wars%20type%2026%20multirole%20fighter.craft?dl=0 that's all folks!!
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so in ksp I have a few mods that were working find last time I used them with no noticeable issues, haven't updated since then either, but suddenly and annoyingly I have been getting this bug where when I place a command pod so I can start building my ship in either the VAB or SPH, the game acts like im still selecting a command pod and I cant build, it works fine if I load an existing ship but even then once I place parts I cant pick them up again its seriously annoying and I cant play
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I wasn't sure where to post this because there doesn't seem to be a forum support forum (forumception) im relatively new to forums in general so I don't know if theres a way I can just post images in my thread or not same with links, It would be really helpful if someone knows a way to do this because I started a corporation called K.D.A.A (kerbin defence against asteroid) in "rocket builders" and im dying to post some of my new designs and my logo design thanks -noobsrtoast
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if they ever add them how do you think that they would work. in my opinion the places it would be most noticeable would be laythe,jool, kerbin,eve and gilly, and duna and ike on kerbin there would probably be high and low tide and the mun would gradually be moving away from kerbin im not sure if the presence of minmus would affect what kind of tidal forces kerbin endured but I bet it would be something similar to a spacecraft receiving a gravitational assist from kerbin the planet would be affected minutely while minmus got affected greatly same news for gilly this could create a fun new game mechanic in my opinion attempting to save the muns from escaping there orbits. different news with ike and duna due to ikes size im pondering whether or not something that size could orbit duna without destabilizing its orbit in the first place probably not...if someone could explain how something like that might work that would be great. then tidal forces could contribute to the reason why life wouldn't be at laythe tidal forces hurt the planet,cause volcanism,mess things up for whatever would have been living there then you got radiation as for jool it would exert massive tidal forces on things I would assume I haven't a clue whether it would have the capability to rip a ship apart or not.. anyway looking for your ideas on this thanks
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I never said space was flat nor did I even mention that the alcubierre drive would work around a mass with gravity because space in that local area would be more concentrated I was merely explaining how it would work assuming space is flat is for people of medieval times
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heres how it works from my knowledge: the ship which the warp drive is mounted does not actually move at all and will arrive at its destination with the same velocity as when it left e.g if your ship is moving 2km/s when you leave it will be moving 2km/s when you arrive. basically the concept works around harnessing the power of the expanding universe from what I know the universe is expanding at a rate of about I believe 30 billion billion times the speed of light or something like that it used to be slower but a mysterious force called dark energy stepped in and accelerated the expansion, basically this means that galaxies can also move faster than the speed of light when dark energy forces the galaxies to expand outward faster than gravity can pull them back in so they end up picking up some of that dark energy and moving outward at many times the speed of light because for a reason we haven't quite figured out yet dark energy seems to sort of defy the law that you can only go 186000miles/s. we want to find a way to utilize that concept on a spacecraft whereby the drive would expand space behind the ship and contract space in front of it moving the ship across space at many times the speed of light up to 10 times the speed of light by current calculations. right now I believe its just a matter of gathering enough energy to do so cause that seems to be how our own universe does it take a look at black holes to get a better understanding of that you may have seen Stephen hawkings video where he explains how you could travel forward in time by orbiting around a black hole. the reason for that is because if you get an orbit just above the event horizon your travelling at velocities near the speed of light and as we know when you start to get near the speed of light time slows down to prevent you from passing the limit. also the black hole has such powerful gravity that it has the ability to contract space which is definitely one of the steps involved in making a warp drive work it also means that when your orbiting a black hole technically your travelling through more space at a time its just more tightly packed. rant complete