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Koolkei
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Everything posted by Koolkei
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Kerbal Dynamics Showcase Division: Window Cleaners
Koolkei replied to ihtoit's topic in KSP1 Challenges & Mission ideas
mods allowed? -
cape where? no seriously i dont know where that is.... well i'm just gonna trust you on the base i havent played much with the pack, first time opening it, kinda overwhelming to play with so many mods for the first time. although im already building our first bomberplane. and making a truce and alliance with the green team.... welllll DO IT ASAP! btw what's the best part to use as a bomb? just a small fuel tank? or something else? last thing. what about team emblem/flag/something like that
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wow... 5 days gone and it has started..... (some problem almost cost me my computer, simply i almost lost my computer) but it's all good and done. sooo which one is the last turn? and which file do i upload after i do a turn?? sorry noob here when it comes to this kind of things....
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question... DMP itself it lightweight... but when i meets other crafts, it still needs to render that craft right? that kinda what we were afraid of it being too taskful
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what about progressive storyline (or some sort, i dont know the words for it XD) like i mean for the first week, we are only allowed to war against each other with only ground and water forces the second week, planes and bombers come along fourth week satellites are allowed to be deployed nothing changed for the third week fifth week, satellites are allowed to shoot, but only like twice or 3x a week. seventh week, we may start to build some sort of force on the moon? i mean, as time goes by, im pretty sure more and more people will join, and soon it would be not enough space for war on kerbin alone....... probably
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sure. like a small fee to test drive, and rules like that apply.... why not? especially ground forces
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what about a test drive?
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dont think anytime too soon. the guys making the modpack/gamedata folder themself still havent finished making the modpack. after slapping the mod together, the need to adjust lots of configs just so all the mods work as intended, at least for this war. and then setting up the server. last troubleshooting, then can we play
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dont worry man. even when mechjeb is installed, it requires 1 part to activate it's function to the craft. which means, you could just not use it and not have mechjeb running. i have never touch mechjeb before either. i'm blind about it. most likely i would be not using it
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TT's Mod Releases - Development suspended till further notice
Koolkei replied to TouhouTorpedo's topic in KSP1 Mod Releases
same here, i want another mod like this. (TT Multiwheels) or this mod updated, or this mod being taken care by someone else -
but good is also neede for balance, especially on high speed. or just the right tire set config, i've built a driter once...
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see? TT modular wheels are awesome....
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i tried this a long time ago.... without FAR though, and stock parts only.... here's the link to the original post http://forum.kerbalspaceprogram.com/threads/72279-B-R-I-Xco-JOIN-NOW!!!?p=1028641&viewfull=1#post1028641 and nobody said i HAVE to use engines right? so i used RCS.... and to install FAR..... im too lazy to do so
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hey hey hey get me in.... although im not sure ill be able to handle the rendering....
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heh dont worry. im just gonna trash around too (probably) craft designer, simpler doesnt mean it's bad, i've been held back by my computer, because it cant render more than 150 parts without the fps going below 20. a bomber is probably the easiest. i dunno aobut biplanes pilot, just built it, give it to someone else i've built a lot of craft containing amazing potential, but i cant even harvest like 40% of it because i suck heehee base planner. i dont quite get it either, so ill just ignore that.
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it does work. ive been using it. but some extended functionality that KSP implemented is unavailable since the last update was for .19 1. i have never used any multiplayer mod so i dont know anything about it. 2. 'not too heavy going' is how much for you? i mean im running a quad core slightly outdated low clocked AMD laptop, and KSP/unity only uses 2 core, which is a terrible combination. just by myself, i cant manage to make a craft 150 parts+ to not drop my FPS. (the graphic setting is already nearly on the bottom of the barrel, with like 1/8th the render resolution, so i dont think active management is going to help much, i've never had problem with having not enough memory anyway) 3. i think the 'flag' is already deployed when we come into the world. so we are not allowed to claim more 'new lands'. CMIIW
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only 4 people joning? btw how heavy is the MultiPlayer mod?? im running on a laptop, and im very interested, and i call myself not bad building stuff that's FUNCTIONAL, not pretty and 1 more thing. could we standardize the time to using GMT+something? i mean im in GMT+7 timezone, when it's midnight where i am, it's daylight on US too bad the TTmultiwheels are not updated yet, it is an amazing mod, and it helps majorly when building heavy ground forces
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Go Big with Small Engines!
Koolkei replied to BagelRabbit's topic in KSP1 Challenges & Mission ideas
here's mine the megaSMALL to orbit, to minmus, and back to kerbin (you can see im aerobraking on the last pic, and i forgot to take more ss after that, but i actually landed) the first stage with asparagus staging had... ummmm (8x3x2)x2 engines..... thats 96, the middle stage have 16 engines, the landing stage have 8 engines, and the return stage have 4 engines. and i had almost full tank on the return trip.... with exccelent piloting, i guess it can go to duna.... but not back... but that excellent pilot is just not me... -
tell me what im doing wrong....
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sooooo it's just turning around???
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i have experimented with toe angles... but with TTwheels mod, it really makes the effect to the extreme. without, it only applies when your rover or anything is about to roll over. i made a small rover to do drifting around KSP.... (the engine is really REALLY powerful) without toe angles i need a ridicolous amount of width to not make it roll over. with 5 degrees toe angle, it's much more stable with WAY shorter wheel base width, but there's a downside. you have less contact with the ground, it's really easy to slide uncontrollably, too fast, and you flip over. with toe angles. the option are 2. super stable, or, slide and flip all the way. you really need to have a balanced 50:50 front and back weight distribution for a stable car/rover. or with some exception, at most 60back:40front weight distribution
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1. you bmight want to look at the rules for making a challenge 2. you mean we need some kind of landing/crashing impact absorber like the NASA curiousity rover used when it landed on mars?
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sadly not me my final exam doesnt start until late next month...........
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ICSM - Intercontinental Science Missile
Koolkei replied to Himynameisjake's topic in KSP1 Challenges & Mission ideas
so your challenge, plus this comment. i'm believe that the number of science get wouldn't effect the overall end score. and the science equipment would just be extra mass right? -
it is isn't it