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KSP2 Release Notes
Everything posted by Caldari Navy
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Same problem as before? Y'know slipping rails ans stuff, or outdated ship designs?
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KIDI- Kerbal Interplanetary Defence Initiative
Caldari Navy replied to sodopro's topic in KSP1 The Spacecraft Exchange
Most likely way too late to suggest anything for this ship but what about having reactive armor, I've found it can be quite effective... -
I think the best course of action would be to uninstall all the mods, then reinstall just hyper edit, and do save trading on a different save, It's a fresh start that may fix it. Also in case anybody didn't know, on this new save we could maybe attempt to roll it back to KSP 1.0, I'm using 1.0.2 atm but it's only bug fixes, and Hyperedit's latest release says it's for 1.0
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There was One message with a D which is the 4th letter of the Alphabet, 4-1=3, What shape has 3 sides? A Triangle.... PHOENIX IS THE ILLUMINATI CONFIRMED!
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Okay you really want to rephrase that...
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Indeed, Indeed
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So your Hyperedit is working?, Hmmm Mine's semi-broken, should be able to fix it soon though. And TBH I think I would prefer the mail system, it's easier to fix if something goes wrong, just copy the save file and keep a backup.
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Well TBH a missile will 9/10 destroy hatever part it hits, and that is why my ships employ reactive armor, multiple layers aswell. So all in all it wouldnt really make a difference tbh
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Well actually the mod does it for you. And I mean it was just something for us to do in the spare time we have an abundance of ATM.
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Well I don't believe it does, but it's not very difficult maths, the 'scale meter' (It's like the adjustable fuel level on a fuel tank) measures scale in a percentage I beleive, so the original cost is 100%. Meaning you can find the cost of any part by simply doing - SF*(100/OC) - For those who don't know how to work out percentages, Where SF means Scale factor as a percentage, such as 300%. and OC is Original Cost. Not too difficult, by any stretch of the word.
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Guys I saw a mod the other day and it would be good if we could use it. I'm currently unaware of whether you have heard of it or not but it is called Tweak Scale, it is similar to the Procedural Fuel tanks mod, basicly all the parts in KSP become scale-able, so saw I need 4 large steel plates to cover one area, I could use 1 and scale it up so I did the job of multiple parts with one Part. Think of the savings on peformace, think of how much bigger and better our ships could be XD
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But without explosives what sort of surprise is there, you people don't know fun XD
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Well actually find it balances carriers. Since fighters aren't allowed to move out of their celestial gravtity well it means where ever they are they are pretty much stuck at without carriers.
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Well to save us re=calculating this for every ship how about we give an arbitrary mass for each class of ship, so therefore a frigate could be x amount of tonnes and a cruiser could be y amount of tonnes, etc. I can make a quick arithmetic program to calculate it all.
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I like the idea of the delay turns. Maybe we can use some kind of formula to work out how long each how many turns the delay lasts for, I was thinking along the Lines of 1 Turn = 2000 Delta V? or something along those lines. So with this formula it would take longer to get to planets further away.
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B.I.R.C.S Has no interest in waging war, however, "War is good for business. It's just that the closer you get to it the less profitable it is..."
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War ye say? Well I'll have to get back to the drawing board *sighs* XD
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Too much hype XD
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I concur with this proposal.
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can't do, 1 its stock only... maybe there will be an exception in this cause however. 2. Why? I mean they musn't contribute very much to the overall cost, removing the cost of say 20 fules lines isn't really going to make a difference to th amount of BP a ship si worth, also that means we have to find every fuel line and count them, and it's just too much hassle for too little gain.
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Gotta new frigate but I'm not going to post it just yet. It has 4 Torpedoes and 4 Lightning missiles, 5 NERVA's and 2 Command pods with auxiliary computer control
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"Due to the increased determination of the huge mega corporations to gain an edge over each other many of them started devoting un imaginable amounts of resources into research and development programs. Some of the results of these included improved deep space tracking and more refined sensor readings, these developments have in-turn prompted new exploration programs over the discovery of a new solar system. This system is far away however it is still close enough to reach with chemical engines and standard fuel." Chief Writer signing off XD
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Better still I saw a mod a while back that added a whole nw solar system, with its own planets and whatnot
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Okay, didnt know. Know you could say something like the marker has to initialise and then gain control over the whole planet's communications network, etc, etc. So basically the planet can be contested for those 3 ticks (can I call them that? I'm just used to playing RTS games and they run on a similar principle.) that the marker is being set up. However once it becomes active the owner will then control the planet. And I was thinking maybe having a system where we have I dont know, territory points or something, and each marker needs 1 TP per ick or something. TP could just be converted BP, for exampe i have 1 planet that gives me 2BP per tick for the first 10 ticks, then say I go and capture another planet, this means I now get 4BP per tick, but I have to keep control of the planet so I convert 1 BP to TP, this means I have 2 planets under my control and 3BP total. Anyways, just a suggestion along the lines of planet developmnet (PS, I wrote this in my room which is at normal temperature but I have dodgy hands so they are numb, so my spelling is atrocious XD) And the reason for having the markers is that it gives the defender a chance to respond and, allows him to utilise his fleet by not having to post a fleet at every planet, which is resource intensive.