Hiromoto
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Everything posted by Hiromoto
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[1.0.2] FTL Drive (Updates on development)
Hiromoto replied to krh42's topic in KSP1 Mod Development
I've been looking for a ftl mod that uses jump beacons for a while now. So I hope that you follow through on this. What I like about the Beacon system is setting up networks of them. What I'd like to be able to do is make multiple jumps, starting in Low kerbal orbit and stretching out to the farthest reaches of the kerbal system. The balancing of it needs to come somewhere between too easy to setup, making it boring, and too complex and grinding to be fun and worth while. In the end I hope you make something you enjoy because you'll work harder on it. -
[0.90] ESLD Jump Beacons - KMs fork [Dev 0.3c]
Hiromoto replied to Kielm's topic in KSP1 Mod Development
Has any one tried this. I haven't been able to get it to work. -
Is this being worked on? There are a lot of mods that do warp drives, but no body is working on jump drives it seems.
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Is there any way to add new fuel types to convert in Kethane mod? I need to refuel a ship that uses hydrogengas from near future mod. My space station has a lot of kethane, but no way to convert it. I looked in the part cfg and copyed the xeon module then changed it to hydrogengas but it won't show up in the gui.
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I was scrolling through Steams store page when I came across KSP and written in the corner was just updated. So I quickly launched my game to see, but nope no .23. Steam must be jumping the gun or something.
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Just curious as to why mining bases are built?
Hiromoto replied to dommcq's topic in KSP1 Discussion
I've found it easier to build probe landers and keep my refueling / orbital constrution station in orbit. -
Mulitplayer doesn't appeal to me at all. I'll probably never use it. On on the other hand I've always wanted to build off world and colonize the planets and their moons.
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How important is a resource system to you?
Hiromoto replied to SlinkyBlue's topic in KSP1 Discussion
From the beginning I've wanted to mine resources on other planets and use the resources to build outposts, space stations, ect. The science system gives you a reason to go places, but the resource system would give you a reason to really colonize. I've been using kethane mod, and orbital construction mod. Which are a good stand in, but the devs could do so much more. -
I've watched all of Scott Manley's Kerbal videos and many of the others. I find his videos to be both informative and funny. Scott works for a company that data mines twitter. Some how being a physicists helped him with that job. His astronomy focus is in asteroids.
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What I've found to work for me is a refueling station in orbit around kirbin and Minus. A Kethane Drilling and refining rover on the surface. I have one version that uses quantum refueling mod to transfer to my refueling tanker, and another version that is unmanned that uses a docking port. My refueling tanker comes in two versions a 2,000 unit that goes from minus to the refueling station in orbit. Then I have a 5,000 unit one that goes back en forth from kirban.
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I imagine Him saying, "Do you have a cat cause I feel something licking me." 50 first dates is one of my favorite movies.
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Thank you all for responding I never thought about a North South orbit, that makes a lot of sense. I had to restart since the update and now I'm wondering are the kethane deposits In the same places?
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I have only been playing for a week, but once I found the kethane mod it gave my game sense of purpose. Scanning for kethane though seems to take for ever. What I do now is put my self in about 100,000 m orbit make an rotation or two, then change my inclination by five degrees repeat. It takes about four or five times before I find a spot, but most of the map is still dark. I'd like to hear how everyone else scans for kethane.