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Everything posted by Bilfr3d
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The more you craft wobbles, the better!!
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Spaceplane mouse flight control
Bilfr3d replied to Bobe's topic in KSP1 Suggestions & Development Discussion
This would make flying (and not crashing ) my massive cargo planes and all of my other planes. Great idea, I would love to see this implemented. -
Is vbulletin sending out the whole HTML and website too? I never knew vbulletin could do that...
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Avatar in my pants
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What website hosting software does the forums use? Do they use nginx, apache, lighttpd or another software?
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the ion engine is way too OP
Bilfr3d replied to lammatt's topic in KSP1 Suggestions & Development Discussion
Does it really matter? Its not like you are going to be basing a fullon space agency off of KSP. it does incorporate SOME real life sciences (to the point it could nearly be classed as educational), but just take a look at the drag model in the first place. KSP drag modelling is way from real life, and even FAR isn't a replica. The truth is, there is barely anything from real life that can be made a simulator. If it is made into a simulator, than people have spent TONS of hours not only researching the principles behind their simulator so that the simulation is accurate, but than they have to code it. Personally, I don't care about the ion engines thrust. In fact, I wish it was HIGHER so I didn't have to spend ages waiting for burns to other places, or so I could even whack it onto larger ships as auxiliary thrusters -
Not meant to be starting rumors or anything. But a genuine discussion (and question). When do you think (or when is) the 0.24 update meant to be coming out?
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Longest distance with no boosters
Bilfr3d replied to Tortoise's topic in KSP1 Challenges & Mission ideas
If it was no side decouplers, asparagus, onions, etc. that would make it a 'little' bit of a challenge. -
godarklight, this is one fine mod you have here
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I hope the cracked visits us more often... I mean what??
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Now I know (sort of) where the little green men I know as kerbals come from... I reckon HarvesteR should make a sort of journal thing about how ksp come to mind. I would totally buy it if he did
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How about no timewarp for multiplayer?? No that would be insane. What if someone asked the server admin (which means a server admin would always have to be on), then the server admin gives a one minute warning to all players, then timewarps forward say 50x. There would be a button on every players UI so that if they need to do something they press the button, then bam back down to 1x.
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Ah that is true. I did not think about that... because there would be less fuel in the parts (presumably that you actually flew) you would receive less money back. because your craft would then be re-launched with full fuel, you would assume it would cost slightly more than what you recovered. That way it would make you do missions to get the money to get the fuel to fly.
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This is not for sandbox, this is for career. In career, it would be assumed that ANY craft you launch, the cost of the parts would be taken from your "balance", as such. This would prevent you from re-launching these vehicles (and to keep from re-launching refuelling trucks). I don't really care about this for sandbox, it is more for career mode to save money.
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I never even knew there was Alt+L... this would stop me from stuffing up my onion staging when I think the engine isn't on.
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A simple suggestion that would greatly help for re-usable SSTOs and other craft when budgets finally come into play in .24. The suggestion would be to simple have the craft's fuel be refuelled when the craft is still (0-0.4/s leeway) on the runway or on the Launchpad at KSC. What would people do if this would implemented and would you like it?
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A few things about this. 1. The game feels like a beta, because it is!! It is version 0.23.5 for a reason 2. It might seem empty because you are starting in career mode?? No?? 3. A lot is missing, yes... because its a beta and its still in development 4. Vanamonde is completely right about his comment that what is on the 'what not to suggest' list is not a yes/no list that squad has made. This is basically repeating what vanamonde said, but it is just there so things that are happening are not suggested, conflicts don't arise within the forums. That list is also not by the devs, just so you know. Its by the forum operators
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Lol. I just had a thought. In the future we may be able to clamp on the planets?? So what if planets were able to be moveable? Not as in a part, but their orbits could be changed?? Bring kerbin out of orbit and crash it into the sun!!
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That is probably because terrain in unity is not configured as a part, which the klaw grabs onto. It might be able to be used to grab on the ground in the future though
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My mun rescue failed
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I never knew if they would or wouldn't attach to the ground cause I havn't tried. But this does seem like a good idea having the klaw clamp onto the ground. I would be useful for bases and maybe even landers
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Is this a thing as you want to try to do it, and have you tried it and it doesn't work?
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Have Demo and Need help with Mun Landing
Bilfr3d replied to SF-1 Raptor's topic in KSP1 Gameplay Questions and Tutorials
Try to make each stage able to lift everything that is above it, and make bigger stages. Try making engine clusters to increase the amount of power you get on each 'cylinder' of fuel, so that you can get mainsail performance off of a small stack of fuel. You could then use those cluster boosters to radially attach on your launch stages to launch your thing. Hope this helps!! -
Floor 715: You find a room full of windows XP's. You cringe at the age of the computers, and walk on
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Definitely career. It actually gives me goals to strive for, like passing my the mun, landing on the mun, rescuing jeb. Gives me solid goals to achieve something and I get a good sense of achievement once I finish it. That is why career