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Everything posted by guto8797
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I used to stay away from planet mods, because of RAM restrictions, but now, i may just get into the thing. How is the mod compatibility? How far are the planets distanced from eachother and kerbol? The mod compatibility I was wondering would be for some of the following mods: TAC InterStellar Kethane Final Frontier Biomes mod (specially, will all these planets be 1 Biome only?) Besically All resource mods, will the planets have em? Sorry if any of these points has already been cleared up. Its 3AM here and I need to get some sleep, thank you in advance!
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Krones? Kredits? Kash? Kurrency? Just make it optional on the settings file, some people like it that way
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You should read Digital Fortress, by Dan Brown. W/o spoiling one of the plot things is that the NSA has a super-computer that uses brute force to hack any code. But the thing is that pc is fictional. Modern Codes are so extensive that the only way to break em is brute force and with things like 64 bit codes etc passwords can be near ad infinitum. The enigma machine was actually a decent machine. The allies managed to crack it tough and were smart about it. They kept quiet, and used spied to make the germans believe they were struggling with it. There was a general at nuremberga that was stunned when he heard that enigma has long been cracked.
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If i recall correctly, some lobsters and jellyfish are naturally immortal. If i am not mistaken, i once watched a documentary that basically your cells die because they have a sort of "timer", a protein that has a fuse, when that runs out the cell kills itself. In your body, this is not a problem, as cells reproduce, hovever after 20ish your neuronnia cease to reproduce, they just die. Eventually it gets you. But yes, imagine the PR shitstorm that would be, people get super pissed at cloned pigs, imagine immortal people.
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Its the same thing again. People are afraid of what they cannot understand. Radio waves are harmless they swim right besides you. Gamma rays have so much energy and tiny wavelenght that they can actually swim trough your cells and hit your DNA, basically changing it all. Cancer basically, these genetic mutations often mean the cell goes looney. X rays usually can energise particles, forming Free radicals, particles that are so reactive they stick to anything, causing the cell in question to die or mutate. UV just kills the cell. Beyond that no much problem. Except maybe for microwaves, stand for too long ahead of one and the water in your body will start to boil
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Kerbal Construction Time/StageRecovery Dev Thread
guto8797 replied to magico13's topic in KSP1 Mod Development
A real non related question now. Won't TAC make Kerbal rescue missions impossible? Like they die whenever you try to save em? -
[WIP] [0.24] Crowd-sourced Story Logs: Contracts Need you!
guto8797 replied to Joshwoo70's topic in KSP1 Mod Development
NICE! I don't know if contracts will become like science, boring and repetitive, but if yes, this mod is the perfect alternative! -
Kerbal Construction Time/StageRecovery Dev Thread
guto8797 replied to magico13's topic in KSP1 Mod Development
Just because you go into addon release doesnt mean you can't add new features! A lot of mods there even undergo major reworks, remote tech, EEL, etc. Just more marketing, publicity and "customers". But i think the mod is pretty ready for it, no gamebreaking bugs or nothing. ALso, a question, the same way the game is able to save the craft's name even witouth saving, why can't KCT save the kerbal you selected on the screen and put it as default on the crew screen? Not essential, but would've been nice to have. -
Kerbal Construction Time/StageRecovery Dev Thread
guto8797 replied to magico13's topic in KSP1 Mod Development
MAGICO WHY U NO IN ADDON RELEASE? Now seriously, perhaps are you just polishing a little b4 going to the big addon release tread? I have seen far worse and incomplete mods on that page, i think KCT can eventually get its own modding mondays spotlight! Keep Up! -
Dont want to be mean or anything, but this guide is near worthless, all that is here is basic stuff even for the noobiest of us What we need is a reboot of that old performance guide here: http://www.reddit.com/r/KerbalSpaceProgram/comments/1tb006/023_ksp_performance_fps_tweak_guide_all/ Again, sorry if I sound mean, but most people will see no improvement with dis.
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Kerbal Construction Time/StageRecovery Dev Thread
guto8797 replied to magico13's topic in KSP1 Mod Development
Did you know that in my language magico means magician? Because that is what you are. A adorable s.e.x.y magician. Keep Awesome! EDIT: Kerbal Forum dont like the S.ex part in S.exy. so i have to write it like that -
Kerbal Construction Time/StageRecovery Dev Thread
guto8797 replied to magico13's topic in KSP1 Mod Development
Ei magico! Take your time updating, but i have a suggestion for a separate mod: if you watch Scott manley's video you see a major issue with part recovery, they must have a probe and must not get 2.5 km away from you. Whaddabout using your para chute detection code so we could retrieve spent stages? Keep awesome! -
[v0.90/v.25]Transparent Pods v1.2.2 for KSP v0.90
guto8797 replied to nli2work's topic in KSP1 Mod Releases
Hello! Loving the mod thus far, is it possible to have a version where the kerbals in the coffins look more heroic? Kinda like in the eterno rest coffin. I would like my kerbals to look like fallen heroes, not dead squids -
[1.1.2] Kerbin-Side (v1.1.0) & Supplements
guto8797 replied to AlphaAsh's topic in KSP1 Mod Releases
Hi! Is this compatible with Remote Tech and Kerbal Construction timer? Do the bases emit a RT2 signal?- 2,488 replies
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I already tought on doing that, just that in KSP you don't have the ability to assemble components in the spot, the whole thing needs to get there in one piece, and with FAR, making such a plane is a nightmare. plus I am a utter noob with planes
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I haz suggestion. So, IRL, before mankind set up ComSats, we controlled those probes and etc (i'm assuming) by ground stations. Whaddabout when 0.24 is released, by paying some money, we could set up a point on kerbin to become a transmission point, like the KSC. And i suggest amping a bit the range of the KSC, those giant antenas can't compete with the mini rover I have parked outside...
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
guto8797 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Can anyone help me getting the clouds that Scott Manley has on his Interstellar Quest videos? They look way better than what I have now, i posted some screens on the previous page. -
NEVAAAAAAAAAAAAAAAAAAAAAAAAA I have done nothing but derail threads for three days. Now honestly speaking, I am eager for the rebirth of dis, could be a real nice addition to the game. I would also suggest that things such as entretainment and fitness have an effect on tasks, like bored Kerbals are less effective on a Lab etc
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[0.25/0.90] Better Atmospheres [V5 - June 14th, 2014]
guto8797 replied to Thesonicgalaxy's topic in KSP1 Mod Releases
Very little to none. Get active texture management mod, and if you havent done it already, set KSP to half res in the launcher. Good luck, i myself have over 100 mods