manskal
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Everything posted by manskal
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My 100th Hour Of KSP - A small celebration package
manskal replied to SuperWeegee4000's topic in KSP1 Discussion
Wow... 111 hours here and still going nowhere. Keep it up man! May your horizons expand ever wider. -
In my save, the trio are dashing explorers who know no fear. I usually send them as the first to land on any new celestial body. They still haven't died yet, though. BTW, how do you turn off respawn?
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OOOPS I ;istened to one of Jebediahs great ideas
manskal replied to Sochin's topic in KSP1 Discussion
Yep, thats why I choose StarBob's coffee every time I have to make early morning runs. -
I am approaching the same amount of hours and have yet to make it to the Mun... I keep restarting my space program every time it updates, so heres hoping Squad takes it easy for the next update. However, I have already made it to the Mun twice in the .18.3 demo version. Jeb didn't make it back to the KSC for the second though, as his fully RCS lander did not have sufficient delta-v to get back to orbit.
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I hope there are different variations to each part - a standard 2.25 ton fuel tank maybe starts out carrying only 1 ton of fuel, but as you progress, research is made available so you can increase capacity such as to 1.5 or 2 tons of fuel but still with a total mass of 2.25 tons per tank. This will make it so that you don't have to design entirely new parts each tech level you progress - just have the same engine look and perform better. So you can have the Mainsail 1, Mainsail 2 etc. Hope that makes sense.
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What science would you like to see added?
manskal replied to Tassyr's topic in KSP1 Suggestions & Development Discussion
Give us telescopes! For scanning anomalies and taking zoomed in screenies. Probably they can update the star map, and have some use for astronomy (star tracking/guidance)? -
Wierd rocket that i got MUN and MINMUS encounter!
manskal replied to Lenart12's topic in KSP1 The Spacecraft Exchange
Moar boosters always works to that effect. -
The scope and strength of the Combine cannot be actually be potrayed as the massive, planet conquering empire they are described as in the game because Half Life is a game. And thus they have to make concessions for the gameplay, as somebody mentioned earlier (beeping mines, open radio chatter). Besides, assuming that resources are a limiting factor, I think that the Combine tries to cut costs by using as much Earth tech as possible. That and the fact that they seem to be really confident humans are a defeated species. Even the metrocops are just human volunteers; would you really do that until you have reason to believe that a percentage of the human race has been utterly subverted to your command? Why even use humans? If the Combine had unlimited resources, they could have just dropped in, took human DNA to clone and blow us into smithereens. And the 7-hour war was the before the Combine occupation, if so, who knows what tech they used if they had no access to Earth beforehand? Keep in mind that the Combine are a (mix? empire? I dunno) of alien species who have a different sense of scale compared to humans; they might have come to Earth with a Death Star and threaten to blow us all up, we surrender and they develop tech more suited to Earth and use that to keep humans in line. Tl;dr I am rambling, please read with a large dose of skepticism. I wrote 3 paragraphs - half life 3 confirmed
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Hmm.. I'll try. But isn't it the same as moddb?
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Aw, no love for JB? #swagyolo
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They actually have lagrange points and a use for all the science equipments.
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Does anybody have a clue where to get this mod (and other half life 2 mods, if possible). I tried searching at places like moddb and fileplanet, they all turned up negative. Any links would be very much appreciated.
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That is the best thing about the kerbals : even though they seem to be scared s**tless, they never pass up the opportunity to go into space and explore it just because, unlike a certain species living on the third planet from the sun...
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What so you think is going to be in the .22 update?
manskal replied to Titan Space Agency's topic in KSP1 Discussion
I hope once career mode has been rolled out, science and exploration will be a more important aspect of the game. Moar science parts and science missions (a la Take on Mars) and satellite cameras! I want to see what the Krussians from KSC 2 are up to... Probably not in the next update though. -
It is time to break out the napalm and clear this Earth of the undeserving!
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I have a feeling things like these will happen further down the road, when release is near and Squad is optimising like there's no tomorrow. As the game is in alpha stage, there tends to be many redundant/unhelpful controls and guis in the game. No excuse they shouldn't be ironed though, even if at a later date.
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I'm pretty old (15 and 1/2) and KSP is really hard. Doesn't stop me though.
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Introversion is awesome. Any sort of collab between Squad and Introversion (both among the best indie devs out there imo) would be mouth-watering, to say the least.
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Jeb's Take on Mars as a crossover, Kingdom Hearts or Marvel v. Capcom style? One can only dream...
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KSP on Xbox One?
manskal replied to Anton P. Nym's topic in KSP1 Suggestions & Development Discussion
Consoles = no mods KSP = no mods = no fun Some equations I came up with. Sorry lads, I don't think KSP is one for the consoles. Why? Because PCMASTERRACEHERPDURP