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dwwojcik

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Posts posted by dwwojcik

  1. OK wow brah just wanted to know if it would be cool if you would at at lest those mods they are can be in both hekkit and tekkit really they are really not just be for one> i just thought be cool to have them in tekkit really and wanted to know really if there was going to be a 1.7 and then you say you should go read the rules brah really..... you some forums Nazi?!? I don't think asking about an update or 2 if something be cool to add is aginst the rules. If so then these forums are a load of rubbish!. All i wanted was a  polite way of saying maybe ya maybe be cool to have but be better for sticking to the other pack. no i get a someone telling me you did not read the rules and a rude  response 

    I'm going to stop you right there.

     

    Get a breath of fresh air or a drink of water and reread your comment.

  2. So Skuli is alone working on both packs ?

      

    I looks like it. :( It's a horror to do this things alone.

      

    That is much work, and I wonder if the project has the manpower to even start it.

    Don't forget that most of the technic peeps are working on the v3 launcher and v2 platform. I suspect we'll see more attention devoted to the modpacks once those other projects are up and running.

    As for the lack of activity around Tekkit I suspect that mainly has to do with the lack of updates. Everyone is off trying out new shiny things like TPPI. Interest in Tekkit will pick up when a 1.7 version is released.

  3. What's the scope you are aiming for with this mod?  Currently it's just pipes, right?  Like you said, pipes aren't fun on their own, but since these bring something new to the table they could be very fun when combined with other mods.  Or, do you want to turn this into a mod that's fun when it's standing alone in vanilla?  If so, you're going to need additional content in the same sense that quarries add to Buildcraft, pipes alone won't cut it.

  4. When the Model A came out, Ford discontinued the Model T. I'm sure there were many people who wanted the Model T instead, but their only choice was the Model A. Ford decides what car they want to sell, regardless of what a select few people might want to buy.

  5. I was going to build a more traditional shuttle with a lower heavy-lift stage to help it to orbit. I was considering the the Aerospike because it strikes a nice balance between fuel consumption and thrust. I'm afraid the LV-909 won't be able to complete maneuvers quickly enough, as this plane would be fairly large and heavy. I guess I'll have to do some tests.

  6. Well, I have KSP now, so I feel like I can contribute to this thread

    Have you tried out the cargo bays yet? If MK2 is new (which I'm assuming it is from this), check them out. It's an awesome way to send satellites into orbit without sticking a huge weight on top of your rocket, plus it looks cool.

    Also, is the MK2 especially durable? I've been mostly using it anyway, so the fact that it seems to survive just about anything might not be as universal as I thought...

    There's a cargo bay in that picture I posted. :P I flipped it upside down to make a bomb bay. The entire MK2 fuselage system is brand new as of the 0.25 update.

    Anyway like I said in the KJ, I want to make a space shuttle that can go to the mun, and of course the cargo bays are essential to that plan. I tested a plane very similar to the one in my picture, except it was powered by a LTV-30. It worked really well, but the thrust was greater than I might need so I'll probably try an aerospike to improve fuel efficiency.

    Do you want to stay completely stock?If you don't, check out BD Armory. Pretty cool weapons mod with a variety of explosive devices and things that go ratatatatatatatatata! very neatly.

    Heh heh heh.

    Hahahahaha.

    >: D

  7. Probably.

     

    Anyways, conclusions I have come to after (apparently, hopefully) sorting out my graphics drivers problems and getting to try the new update:

     

    1. The new Mk. 2 parts are amazing.
    2. Bombers aren't easy to get working, my quick design relied far too much on the weight of the payload to be airworthy.
    3. The new explosions are epic.
    4. The Mk. 2 cockpit is incredibly durable.

    edit: http://cloud-4.steampowered.com/ugc/44233319699188175/E4207A83383D3DF0FDACB20E1403F2A152DE3331/

  8. Or perhaps materials or just money could be expended to repair the KSC, upon its inevitable destruction?

    Anyway, if this is all out war, we need a mod that has several Space Centers around Kerbin, one for each player.

    Edit: In anticipation of our epic interplanetary war I've made a flag for my team. It's based on the the UN flag: ' alt='' class='ipsImage' >

    Edit2: I guess I killed the thread. RiP thread 2013-2014

  9. Starting materials, of course.  I've never played an RTS that doesn't start you off with enough supplies to get a beginning base going.

     

    However in the case of KSP it would make more sense to have some basic parts in stock, instead of basic resources.

  10. That's not what I meant. I didn't mean

    Steel: 1/1 OK launch

    Steel: 0/1 No launch, get steel.

    More like

    Do you have the parts you need in stock? Yes? OK, launch.

    You don't? OK, go mine some materials and fabricate them.

  11. Full on career so money is an issue.

     

    The other feature shown off, the trading resources, goes well with an idea I've been kicking around. A system to record the science parts on a vessel as it gets unloaded and calculates a gain rate based on parts, location, and number of vessels in the same biome/orbit. With a consistent science gain and the ability to convert it to funds and rep, it would be a nice resource harvesting mechanic for an RTS playthrough.

    In an all out interplanetary war, I don't think funds would be an issue. What you could build would only be determined by if you have the resources to build them. Money should only be a trading mechanic.

    We'd also need team colors, too. No point if you can't tell if that rocket coming at your spacebase is your fuel re-supply or a warhead.

    Oh, good point.
  12. That would be so damn epic. Turn KSP into a multiplayer RTS...

    Yesss...

    We'd need 0.5 and/or 0.25 meter parts to build air-to-air and air-to-surface missiles, and a version of SAS with a simple autopilot because manually piloting missiles doesn't make sense. And of course guns and turrets and explosives and warheads. Kerbals could be equipped with a space-ready assault rifle too.

    This would be best played in Science mode, that would go well with the raw resource mining/refining.

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