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The Spacemonkey

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Everything posted by The Spacemonkey

  1. I was not offended! I don't even care about my Kerbs...
  2. Hey, we can't be racist to Kerbals 'cause they don't even exist… in reality anyways. We can treat Kerbals in any way we like.
  3. kenbob is so badass he doesn't need a fuel tank.
  4. My keypad doesn't have a Numpad button… =[
  5. 8/10 I been seein' you.. stalkin' you… huntin' you...
  6. If Pol could be chosen, then I would've chose that. I love the mountains and the terrain and how you go extreme buggy racing in KMP or crash your orbiting space station into a mountain (luckily you quicksaved before you deorbited yourself).
  7. Jool, by far. Jool, a huge and beautiful deathtrap. Letting your Kerbals die in the worst way possible, by the power of the Kraken.
  8. OK, I wasn't going to use it for Kore-, I MEAN Career at all...
  9. Floor 682: You hear the Swinub's screams and cries of mercy as they get slaughtered 2 floors below you by a unknown creature...
  10. Daft Punk's song "Aerodynamic" in his "Discovery" album.
  11. You have to edit the part's cfg file. It should look like this:// Kerbal Space Program - Part Config // // PART { // --- general parameters --- name = gunpod13mm module = Part author = DYJ(original base plugin)+AKS // --- asset parameters --- mesh = gunpod13mm.mu scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack_bottom = 0.0, -0.25, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -0.17, 0.0, 0.0, 1.0, 1 // --- editor parameters --- TechRequired = start entryCost = 1000 cost = 850 category = Science subcategory = 0 title = Mg-13 manufacturer = AKS Technologies description = 13mm heavy machine gun. Very lightweight, small, negligible recoil, and with a very high rate of fire, the Mg-13 machine gun will expel bullets at a high velocity (if it doesnt just go buy a new one, and dont tell anyone that only 3% of our guns pass the firing test without exploding or not working at all!). Its major drawback is very low firepower, barely enough to damage a exposed fuel tank, but still enough to take down anything that is not armored such as probes and small fighters. All in all, the perfect weapon for being a royal pain in the butt, annoying, fun, spammy, and best of all guaranteed to increase the amount of rage quitting, swearing, arguing, and general hate towards whoever dares use such a device. At least the bullet's velocity is very high making hitting things that are moving (lets face it, in space objects have a tendency to be in motion) somewhat easier. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50000 breakingTorque = 50000 maxTemp = 3400 MODULE { name = AKSKineticEnergyWeapon //change to "dyjmachinegun" if using DYJ's plugin ProjectileType = bullet keyFire = joystick button 0 keyFirealt = [0] BulletMass = 0.1 BulletDrag = 0.02 BulletPower = 35 RocketPower = 35 recoilreductionfactor = 0.005 fireRate = 0.08 //lackofkrakensbanontrailrendererscompensation = 0.1 //nolonger used with AKS plugin, uncomment when using DYJ's original plugin! rotationSpeed = 300 animatedlinkfeed = true //replace with original isGatling cvar if uring DYJ's plugin, renamed to a more appropriate term given some guns have animated ammunition belts that move while firing and it doesnt make sense to rotate the barrel of a single barrel cannon? or at least the marketing department keeps complaining about customers feeling uneasy around moving parts, so we try to keep this to a bare minimum shellejection = false //new cvar to designate if a gunpod will eject shells when firing, set to false if you want a small FPS boost or dislike the effect of shells ejecting from a gunpod (note: some gunpods arent designed for this, so setting it to true if it was originally false can have side effects like shells coming out of weird places, or spawning in mid air 20 meters behind the ship, or even not spawning in the 1st place, you have been warned) heatProduction = 500 Muzzlesize = 0.5 } MODULE { name = ModuleAnimateHeat ThermalAnim = Thermalanim } } At the "keyFire = joystick button 0" you need the change the "joystick button 0" to whatever button on your keyboard that you like. Make sure you've left a space between the "=" and the "joystick button 0".
  12. You have to edit the part's cfg file. It should look like this:// Kerbal Space Program - Part Config // // PART { // --- general parameters --- name = gunpod13mm module = Part author = DYJ(original base plugin)+AKS // --- asset parameters --- mesh = gunpod13mm.mu scale = 1 rescaleFactor = 1 // --- node definitions --- node_stack_bottom = 0.0, -0.25, 0.0, 0.0, 1.0, 0.0 node_attach = 0.0, 0.0, -0.17, 0.0, 0.0, 1.0, 1 // --- editor parameters --- TechRequired = start entryCost = 1000 cost = 850 category = Science subcategory = 0 title = Mg-13 manufacturer = AKS Technologies description = 13mm heavy machine gun. Very lightweight, small, negligible recoil, and with a very high rate of fire, the Mg-13 machine gun will expel bullets at a high velocity (if it doesnt just go buy a new one, and dont tell anyone that only 3% of our guns pass the firing test without exploding or not working at all!). Its major drawback is very low firepower, barely enough to damage a exposed fuel tank, but still enough to take down anything that is not armored such as probes and small fighters. All in all, the perfect weapon for being a royal pain in the butt, annoying, fun, spammy, and best of all guaranteed to increase the amount of rage quitting, swearing, arguing, and general hate towards whoever dares use such a device. At least the bullet's velocity is very high making hitting things that are moving (lets face it, in space objects have a tendency to be in motion) somewhat easier. // attachment rules: stack, srfAttach, allowStack, allowSrfAttach, allowCollision attachRules = 1,1,1,1,0 // --- standard part parameters --- mass = 0.15 dragModelType = default maximum_drag = 0.2 minimum_drag = 0.3 angularDrag = 2 crashTolerance = 6 breakingForce = 50000 breakingTorque = 50000 maxTemp = 3400 MODULE { name = AKSKineticEnergyWeapon //change to "dyjmachinegun" if using DYJ's plugin ProjectileType = bullet keyFire = f keyFirealt = [0] BulletMass = 0.1 BulletDrag = 0.02 BulletPower = 35 RocketPower = 35 recoilreductionfactor = 0.005 fireRate = 0.08 //lackofkrakensbanontrailrendererscompensation = 0.1 //nolonger used with AKS plugin, uncomment when using DYJ's original plugin! rotationSpeed = 300 animatedlinkfeed = true //replace with original isGatling cvar if uring DYJ's plugin, renamed to a more appropriate term given some guns have animated ammunition belts that move while firing and it doesnt make sense to rotate the barrel of a single barrel cannon? or at least the marketing department keeps complaining about customers feeling uneasy around moving parts, so we try to keep this to a bare minimum shellejection = false //new cvar to designate if a gunpod will eject shells when firing, set to false if you want a small FPS boost or dislike the effect of shells ejecting from a gunpod (note: some gunpods arent designed for this, so setting it to true if it was originally false can have side effects like shells coming out of weird places, or spawning in mid air 20 meters behind the ship, or even not spawning in the 1st place, you have been warned) heatProduction = 500 Muzzlesize = 0.5 } MODULE { name = ModuleAnimateHeat ThermalAnim = Thermalanim } } At the "keyFire = joystick button 0" you need the change the "joystick button 0" to whatever button on your keyboard that you like. Make sure you've left a space between the "=" and the "joystick button 0".
  13. Floor 677: The horde of Swinubs are still running towards you and chasing you.
  14. Well, OK, everybody's a bad guy. You're a bad guy, I'm a bad guy, we've all activated at least one sin in our lives.
  15. Floor 675: You see a Norwegian death-metal band playing a REALLY loud song, but luckily there were some ultra-super-heavyduty earmuffs next to the door. You put them on, and continue on your way.
  16. Get as low to the ground as you possibly can, using the atmosphere to slow you down. When you thinks it's a good time to activate the chutes (Eg. 150 metres above ground or sea level) then do it. By then your craft should be going at around 60 metres per second. What ever type of parachute you have, struts or not, will not rip your craft apart.
  17. Floor 673/674. Your hands become sweaty when climbing the ladder and you start to lose your grip. You frantically panic and climb up the ladder faster, but that only makes it worse. One of your hands eventually slip from the ladder and your feet lose grip too. You are now dangling from a ladder with only ONE hand!
  18. I sure I remember a war called the "Cold War" with the Americans fighting the Russians in it… and I remember the Russians starting the war too. But we can forgive them, can't we?
  19. I had had this happen to me in DJY's version of this in .22. It happens when you're going backwards and some strange glitch happens and, like you said, the bullets don't more than a foot or two. I don't know how the glitch was formed but a way to fix it is to not go backwards.
  20. First of all, why do you play as the Kerbal Russains when really around the 60s to 80s they were the bad guys? Does that mean you're playing as the bad guys?
  21. I just thought of something. What if someone made a replica Wright brothers flying machine!
  22. Granted, but they started producing quantity over quality and eventually you tired of these s**t update 'cause you can't keep up with them plus there's hardly any content in them. I wish for this wish I'm saying is to be granted. Properly.
  23. My friends, I'm very proud of this person because he's one of my employees! Great job mate!
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