CreeperShift
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Everything posted by CreeperShift
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Hmm, I thought about doing it that way, however this makes almost all the missions the same. Fly to X using X while having X restriction. Having a big list of missions that aren't all the same would probably be more interesting They could still be separated into more than one deck with restrictions and destination. Maybe something like this: Mission deck: Contains mission cards which also specifies how many resource decks there should be drawn "Resource deck": Location deck, Restriction deck, Parts deck, vehicle deck, disaster deck, budget deck (if the prices would be fixed) etc So we would draw the mission card "Build a craft capable of landing on and returning from X, leaving behind a X on the surface. -Draw 1 location card, 1 vehicle card, 1 restriction card and 2 disaster cards. Then if we had some unique mission we could still draw additional things from one of the decks. I actually really like the idea of disasters. Maybe there should not always be a disaster but having half or a quarter of the disaster cards have potential disasters would make it interesting. Yeah the main difference is that everything will still take place ingame. We'll just draw a card every week and race the mission. Yeah but the mission generator has pretty much exactly the flaws we are trying to avoid. While the missions won't be scripted and totally random, they will always follow the same pattern and be really repeating, leaving no space for really crazy and unique missions.
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:DDDDD I think that would be awesome, but I doubt I can come up with anything usable that way
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Sadly I don't think anyone of us is pro enough to do that, even if we had more time than a week
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Hey there Recently my friends and I had a really great idea. We are 6 real life friends all playing KSP and thought we could create some kind of "mission challenge". We were planning to create small cards, with individual missions on them, shuffle them all and every week we would pull a card from the deck and attempt the mission. Whoever finishes the mission first during the week, wins. We have a small scoreboard setup as well where we track scores. It's mainly to have a bit of fun & challenge in KSP. Now our issue is, that we cannot come up with even close to enough missions to make it worth our while. Obviously we have the standard, land on X, transport X, create X. However we are looking for some unique, crazy and probably hard, weird or just plain stupid missions that we can shuffle into the deck aswell. If you can come up with any, it would be awesome if you could post them. Who knows I might even compile a big list and put those cards online if you want. Thanks (ps. Sorry if this is the wrong section, I didn't know where else this would fit)
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JIMO - Jool Icy Moons Orbiter v1.0
CreeperShift replied to ssTALONps's topic in KSP1 The Spacecraft Exchange
This is so awesome Totally love it! -
Oh my god, I just came back to check my entry one more time before the deadline was over and I just now realized from the screenshots that apparently the back wheels must have been duplicated by accident oO. Is it still in the deadline? I have it fixed and some new screenshots, just want to make sure I can still do so. Edit: I changed my first post, but kept the old one in quotes. If I'm over the deadline just take the old entry
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Sorry, just realized that my previous entry had it's back wheel duplicated for no reason oO, fixed entry: Kerbalicious Mk1,5 Download link: https://www.dropbox.com/s/b65630yg0e1sbnj/Kerbalicious-%20FIXED.craft Small, fast & agile aircraft. Will take off the runway hands-free. Won't spin out or oversteer. You can do some pretty extreme turns. Can go 90 degrees up right after taking off. It's flyable without ASAS but it's easier with. Can even be flown if one of the engine is lost. (See screenshots) old Screenshots (Still mostly apply): Old entry: There is almost no part clipping. While it might not look as spectacular, it flies really well. It's not suited to go up very high, but you can turn/pitch/roll really easy, fast and without spinning out of control. Taking off is pretty darn easy too. With this thing you can do crazy sharp turns but it wont ever oversteer. A video of me flying it is going to come later. The only downside is that you cannot land it at super high speed like some other crafts. It's still easy to land, you just wont be able to do it with 200 m/s. Craftfile: https://www.dropbox.com/s/4zoo7pob6mbzfkt/Kerbalicious%20Mk1.craft (Note: I use a bunch of mods on my installation but made SURE I used ONLY stock parts. If for some reason my craft file does not work, I'll temp disable all my mods and upload a new craftfile )
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[WEB APP] Ribbon Generator [1.1.2] [ABANDONED]
CreeperShift replied to Moustachauve's topic in KSP1 Tools and Applications
Really awesome generator :3 Totally love it. As a suggestion, I would like to have a small marker showing if I placed a flag on that planet, sometimes a base is overkill :3 -
Yay! I feel honored . It took me at least a hundred tries to get damn tiny spacestation up there and dock the small part . I'll be checking out quantum struts, thanks! To 2. so they don't actually do anything besides looking good? Dang I thought the small parts connecting to larger parts had some kind of connection, that my wobble problems would sometimes come from that. Dang Ups, didn't realize there it's 0.20 Thanks for pointing that out. 1. Alright, awesome! I'll continue to strut up everything I can then )) 2. Dang that's a bummer 3. Aw stupid me, didn't try that out. Gonna do that the next time I dock something! Dunno why I didn't think of that Thanks! 4. Ah so I'll probably save that up for later when I have loads of time, seems like something I'll need more experience for. Thanks for telling me it's not impossible tho! I'll get it done someday, hopefully. I'll have to go through some of the awesome tutorials especially on CoM and CoL etc, I guess my problem was mainly the CoM being really bad . And yeah, I noticed that aerodynamics are a bit wonky, even simple airplanes seem to behave weird sometimes . Good thing it's not JUST my inexperience! Thanks for the help guys, really appreciate it!
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Hey there! I'm about to update to 0.2 and thought it's time for a real playthrough after much testing and failing trying to figure this game out all by myself. I have a couple of questions that I haven't been able to figure out, I hope you guys don't mind me asking 1. Let's talk struts. Do they like, break off when I connect something that will be decoupled? Can they mess up anything? Or should I just use as many as possible to improve stability? (I've noticed my bigger rockets are far more stable that way, no accidents as of yet) Can they possibly break something while decoupling? 2. Those adapter thingies, which go from small-ish to large in one piece, do they improve stability? Should I always be using those to connect smaller pieces to larger pieces? Like a larger-ish fuel tank to an atomic engine, or is that not needed? 3. Docking: I've only tried it a few times and managed to finally assemble my so-far 2 part space station (don't judge me , it took forever), and I noticed that when I have like a small rocket with a decoupler and the "space-station part" with a docking port, and I connect it, I can't figure out how to decouple the rocket from the part while it's docked to the space station :/. Is there a way to do this or do I need to decouple before docking? 4. Is an interplanetary spaceplane possible/viable? I was so happy when I saw you can also construct planes but most of what I tried didn't even lift off, especially the heavier ones :/ I've wanted to make a plane like that ever since I started with this game but not sure it's even possible? Thanks! I probably have 1-2 more specific questions but I think I already forgot them while I was typing :/