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Demon_82

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Everything posted by Demon_82

  1. Debris: 130 (after missions I clean what is "landed", not space debris) Assigned: 21 (and 49 dead ones ) Screenshots: 22 (I never had the habit of doing screenshots in any game, I'm slowly adapting to it xD )
  2. Did you saw the life support mods? I don't think they can be called unfair, they add a difficulty layer to get alive your kerbals in every long trip that's pretty nice I think.
  3. After I enabled perma-death, I have realised that I'm almost a genocide. But most of the poor dead Kerbals didn't die because of me directly. Only the ones in Duna base when the Ioncross life support oxygen ran out. Not enough atmosphere for it xD Most of my dead kerbals have been victoms of the krakens, plugin update caused krakens to explode about 7 different ships and space stations in a row.
  4. Not so long ago, a friend of mine talked me about this game, and me being the space freak that I am, had to try. "Oh, look, small big headed green things, they look comical, this must be easy..." It wasn't xD 1.- Mission: Orbit around Kerbin. It was more like a third of an orbit and an unfortunate crash. 2.- Mission: Orbit around Kerbin. Hey, we're going up fast... watch, the Mun! Wait... this is not an orbit... another planet? Accidental slingshot out into the space, near Duna. 3.- Mission: Orbit around Kerbin. An eliptic weird orbit at about 15º 4.- Mission: Orbit around Kerbin. A circularized 0º orbit. At last. 5.- Mission: Mun landing. Second ship stranded in deep space after another accidental slingshot... with both Mun and Minmus. Failing like a badass. 6.- Mission: Mun landing. Hey, we're in Mun orbit, this must be easy now. No Jeb, parachutes don't work here, remember elemntary school. Mun is too close... ouch. Second life of Jeb was spent here. 7.- Mission: Mun landing. Let's try again... this looks better. Slow down the fall... slow... slow... we're going up again, stop engines! That's it... wait, no, too fast... Jeb's third life out. 8.- Mission: Mun landing. Once again, it can't hurt. Almost there... landed! Wait, no fuel to go back? Mission change, we're the first Mun Base. Permanent, Jeb, permanent. 9.- Mission: Mun landing. Let's send a bigger Lander, one with three radial engines, and much more fuel. And stronger landing legs. Ouch, one engine and one leg out landing. Second module for the Mun Base. Ahem. I can go on with this, lots of failures and later rescue missions getting stranded in space as well... and then loads of plugins, and then "overclock all the things!!" to not run at 5fps because of plugins... xD
  5. This game has a great community, but the common obsesion with using or not Mechjeb is worrying sometimes. Everyday I browse this subforum, one of the last three threads is about Mechjeb usage. Nobody is arguing about how many people uses modified engines, fuel tanks, bio-fuel mods, extraplanetary launchpads, or any other game mechanic changer, they all are plugins that add value to the game, neither about the abuse of "Alt+F12" debug options, but Mechjeb is like "oh I see, you don't know how to play this free sandbox, but I do because I always fly manually". Why this obsesion with "manual flying vs autopilot flying"?
  6. I just noticed an odd thing using this plugin. I have two space stations, one around Kerbin, orbiting about 500Km, and another one at the Mun, orbiting at 250Km. Both have the latest dev. 3 versión of this plugin, but in severla in game years, both space stations are the only ships that don't loose oxygen. Every time I load them up, they have about 99'9% of their oxygen, and if I stay a bit on them, they get the full 100%. Every other ship, including my land bases get their oxygen down with time. Even the one in Eve with the CO2 intake open isn't ever at full oxygen. I don't think this is supposed to happen XD
  7. Does that space station have any other living space where he should be able to live other than the cupola? If the answer is yes, I recommend you to use the "Crew Manifest" plugin, it adds the, for me, basic function to move kerbals from one module to another inside a ship or station, as they are supposed to be able to do if it where a real ship.
  8. I can't guess what a "hacktivist" group could have against this forum. Anyways, I'm glad it's all solved happily
  9. __________________________________________________ ______________________ From: [email protected] To: [email protected] Cc: Date: 17/09/2013 14:59 Subject: Warning: World of Kercraft Account Notice __________________________________________________ ______________________ An investigation of your World of Kercraft account has found strong evidence that the account in question is being sold or traded. As you may not be aware of, this conflicts with Klizzard's EULA under section 4 Paragraph B The investigation will be continued by Klizzard administration to determine the action to be taken against your account. If your account is found violating the EULA and Terms of Use, your account can, and will be suspended/closed/or terminated. In order to keep this from occurring, you should immediately verify that you are the original owner of the account. To verify your identity please visit the following webpage: http://www.worldofkercraft.freekerhost.com.kz/accounttheft Only Account Administration will be able to assist with account retrieval issues. Thank you for your time and attention to this matter, and your continued interest in World of Warcraft. Sincerely, Account Administration Klizzard Entertainment
  10. You should be right. I did update with a higly breakable savegame, and only the manned pods did brak. Espectacularly, I must say. I got space debris of my space station travelling at 25000m/s further tan Eelo, after a massive explossion, but hey, I wanted to remake it xD
  11. Actually, after some weeks playing, and about 10 years ingame time, I've started a macro rescue program, for the 4 munar missions stranded there. They had a really high patience, and a bit of hunger xD
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