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Posts posted by Gameguru
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Hey there. I was doing some tests with the mod to figure out how it worked. One thing I noticed, was that if you recover a vessel that has frozen kerbals in it, those kerbals are not added back to your crew list at the end of the mission. I was using the planetary base module to freeze them. DeepFreeze seems to still recognize the existence of the kerbals though, upon launching a new vessel and checking the deepfreeze tab, it showed the missing kerbals, albeit with no vessel assigned to them making them floating around in whatever void they have fallen into. This WAS in version 0.24 though, so it might be fixed in 0.25, but I didn't see anything about that in the known issues or change-log so I don't know. Thanks!
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I have 1337
Victory, Kenbob5588
Flawless victory!
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Its an insane game of chicken, and with this. I HEREBY START THE 32ND HYPEUAL THREAD WAR FOR POST NUMBER 1337!!!!
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Hey, only three more posts until the 1337 post!
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OF course i've got finals coming
Well, I guess i'll have to manage my time wisely. no sleep
You can pick two of the three options
Sleep
A's
KSP
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Thank ya!
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Uh, whats a plaid?
also, HYYYYYYP-ERSPEED
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Hi, do the pods have built in oxygen? Because I put my kerbal in space with two of the 6.25 day oxygen and they never begun to deplete, despite me being in space for over 12 days.
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someone add a world war "K" server
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One question though - what happens if you go on a suborbital lasting say 10 minutes and sync 20 minutes into the future, what happens?
Big boom, ship go bye bye.
but really the game simulates where a craft would be relative to the time you warped forward I.E. your ship would have been destroyed 10 minutes ago
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Now now, keep in mind that KMP would not have been possible without the groundwork laid by KLF, not to mention I'm sure there's plenty of people who would still prefer the passive-multiplayer option--no griefing!
I'm not taking donations at this time, please consider donating to your favorite pro-science/education charity instead.
Now this here is a model Human Being (or kerbal being)
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Well... Here goes the hundreds of thousands of dollars Squad would of made if they put multiplayer as an add-on:sticktongue:. Nice beating them to the draw!
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AWESOME!!! When mods are supported, I am Definitly going to look/make a World War "K" server
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EHMEGERSH!!!!!
*checks off KSP of mutliplayer-wishlist*
Hmmm, next up Don't Starve
But until then, EHMEGERSH!!!!!!!
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ah okay, seems to have gone away, if it comes back i will get a screen shot.
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hey how do you put the KAS parts into a tech tree?
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What if Kethane would no longer produce oxidizer, but oxidizer would come from another resource? (Naming ideas: Klorine, Kluorine, Klitro, Klitrous)
This resource would be available in separate deposits that may partially overlap Kethane deposits (though it would be most interesting if we were forced to do pipelines or tankers)
A cryogenic compressor unit could produce oxidizer on planets with atmospheric oxygen.
The scanning and drilling hardware may overlap and work for both resources, but it would be most interesting if specialized equipment was also available.
It would add an extra level of depth to the game as well as complexity, but for most experienced KSP players the logistics of combining products from two different drilling sites would simply be a lot of fun.
Personally, I think Kethane as it is is way too easy. Find a green hex, plonk that ship down and suck up the fuel until you're filled up and ready to go.
Kethane takes almost no effort while it gives free fuel on every body. I think that the advantages of in situ fuel generation are worth working for and it should be harder to achieve.
There are only TWO bodies that have oxygen in them, thats Laythe and Kerbin. Now I would like that has an add-on part that allows you to convert intake air into oxidizer but you cant change kethane to produce NO oxidiser.
EDIT: I do like the idea of a diffrent fuel to be loaded into oxideser or other things.
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So... Kethane is banana oil?
Why yes, as a matter of fact it is.
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I am having problems with weird terrain glitching (black squares that blink and change as the camera angle changes) It is fixed by relogging.
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Yay! Thanks for taking community suggestions. Maybe add a scuba gear for underwater stuff.
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The only live people in a dead thread...
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Further more, while i was looking in my kerbalrooster or something file. I noticed that the kerbals had an "HP" stat. are ther going to be some hp sytem, i dont see ways this could be implemented, am i just stupid?
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I too, had alot of fun with kerbals with no helmets, Please make this an option (to remove helmets from the invintory slot)
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Oh, I think the jetpacks work with .22 right now. I just put some science things on the jet packs and pray i didnt screw anything up with center of mass.
[1.12.x] DeepFreeze (v0.31.0) 12th Sep 2021
in KSP1 Mod Releases
Posted
No it wasn't. That seems like an odd setting to HAVE though.