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Everything posted by impwarhamer
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[1.12] Extraplanetary Launchpads v6.99.3
impwarhamer replied to taniwha's topic in KSP1 Mod Releases
hey Taniwha, i found this on the forums: http://forum.kerbalspaceprogram.com/threads/62131-How-do-we-make-resources-work?p=891456#post891456 It was a thread discussing ways squad could implement resource mining with out making it to complicated. Thought it was worth a look -
Out of interest, have u just made a picture of Jupiter black and white then added a green tinge?
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How do we make resources work?
impwarhamer replied to tntristan12's topic in KSP1 Suggestions & Development Discussion
im not sure about being able to pull liquid fuel strait from tthe ground. It might be better to have 'minerals' instead of fuel which is compined with water to make liquid fuel, or combined with dirt to make buildings/rocket parts of some sort. mind you that may be to complex, and i guess taking fuel strait from the ground does sound very kerbal. -
When squad announced that they had shelved resource mining, i was rather put down as that was one of the things i was hoping for. However, the announcement of multi player made me very happy, as it is something i've always wanted for ksp, and it will give me plenty of more things to do with my friends. Despite this, i imagine some people may not have the same motivation for this as i do, and i see how the would be mainly sad because of the resource thing. To all of you who think this way, i would like to say that squad hasn't really let us down yet and i believe that whatever they do to expand on end-game activities, it will be done well. And if your like me and you are desperate for mining, just install kethane and/or extra-planetary launchpads. It's the beuty of a game devoted to mod support!
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How do we make resources work?
impwarhamer replied to tntristan12's topic in KSP1 Suggestions & Development Discussion
I very much like this idea, and i hope squad/a mod developer takes this on. I'l try and think of anything i can add to this. -
[1.12] Extraplanetary Launchpads v6.99.3
impwarhamer replied to taniwha's topic in KSP1 Mod Releases
Hello heretic, i didn't reallise you where into anything other that war. anyway, if you look back through the last 2 pages of this thread you can see some of the new models they're working on. -
LLL - Lack Luster Labs - Development Thread
impwarhamer replied to Lack's topic in KSP1 Mod Development
thanks, i got it now. Is it possible to add the module to other parts, it's just i want to use kerb-paint to paint the parts and i can only do that with stock things. -
[1.12] Extraplanetary Launchpads v6.99.3
impwarhamer replied to taniwha's topic in KSP1 Mod Releases
as a work-around, you could use kas mountable fuel lines -
LLL - Lack Luster Labs - Development Thread
impwarhamer replied to Lack's topic in KSP1 Mod Development
sorry if this question's already been asked, but how do the airlock doors work? i cant figure them out -
[1.12] Extraplanetary Launchpads v6.99.3
impwarhamer replied to taniwha's topic in KSP1 Mod Releases
oh my god i love that furnace , i like how it looks slightly old school as i think it gives it a kerbalish theme. In fact, i prefer it to the kethane converter thingies. Keep up the good work! -
sounds cool
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[1.12] Extraplanetary Launchpads v6.99.3
impwarhamer replied to taniwha's topic in KSP1 Mod Releases
I love those new tanks, although it would be good to have some half-sized ones. The only thing is i don't want to build my base now because i want these new parts! I guess i'll just hack them in as replacements when you add them. -
good to see the tread isn't completely dead. Here's a video where i get the first part of my mun 'base' done. i say 'base' because it's more of a stepping point for me to practice base building and to give me an easyer way of getting into orbit.
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[1.12] Extraplanetary Launchpads v6.99.3
impwarhamer replied to taniwha's topic in KSP1 Mod Releases
could you make the top node on the new launchpad decouple things when it deploys? That would solve any issues caused by people not knowing how it worked. -
Hey guys, I've been doing a youtube series on this challenge. Here's the latest video (where I actually do something productive) I put a kethane drill on the mun
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so is that 107 days on the in game clock? (I just want to be sure)
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[1.12] Extraplanetary Launchpads v6.99.3
impwarhamer replied to taniwha's topic in KSP1 Mod Releases
well that's one way of putting it... -
Whhat on earth is that crazy glowy thing in the middle of your ship?
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It would be good if you could get all your designs on that zazzle site, because i really want some awesome posters!
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this is really funny! keep up the good work!
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Just wanted to show you guys this mod: http://forum.kerbalspaceprogram.com/threads/52139-WIP-Bavarian-Aerospace-Tubes%21-%28update11-13-13%29 It is perfect for surface bases, but it is very buggy at the moment
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I think the thread is dead now, but it's a good read if you want some inspiration for this challenge the challenge was basically the same, except you only had 1 year