Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  


Starsector 0.95a is out! (03/26/21); Blog post: A Tale of Two Tech Levels (05/28/21)

Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - K-64

Pages: 1 2 [3] 4 5 ... 74
Discussions / Re: Absolute zero on Earth
« on: September 01, 2013, 06:45:29 PM »
Not just theoretical. It's been done. Repeatedly. At least the very near absolute zero anyway. Indeed, one of the coldest places in the universe is located at the University of Leeds, true story

Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: August 22, 2013, 05:46:26 PM »
Both is possible. It reminds me a lot of Homeworld's salvage corvette, which is capable of both pushing and pulling via the same mysterious energy field - or might it have been a matrix of monofilament strings all along?

Just gonna hop here and say (off-topicly) that it's probably magnets for the salvagers. At least, it makes sense to me for it to be that.

On-topic though... don't suppose we could get a look-see at that shiny new ship sprites? That is, if there are new sprites for them

Discussions / Re: Civ V Multiplayer! Probing for potential shenanigans
« on: August 10, 2013, 04:00:38 PM »
Well, right now I'm just seeing what kind of numbers we could get. As for expansions... I would prefer everything, but I know that won't be likely. Hopefully DLC civs still allow for non-expansion/DLC players

Discussions / Re: Civ V Multiplayer! Probing for potential shenanigans
« on: August 10, 2013, 12:23:53 PM »
How do you mean? I'm fairly sure the diplomatic thingie works for that. Plus Steam.

Discussions / Re: Civ V Multiplayer! Probing for potential shenanigans
« on: August 10, 2013, 07:37:31 AM »
I probably will go with a huge continental map with 20 civs. Although I'm not really expecting to get 20 people for that, even 5-6 would be fine to shake things up a bit

Discussions / Re: Civ V Multiplayer! Probing for potential shenanigans
« on: August 09, 2013, 06:16:59 PM »
I'm guessing you missed the day it was on sale? Was only about £5 one of the days

Discussions / Civ V Multiplayer! Probing for potential shenanigans
« on: August 09, 2013, 05:23:52 PM »
Since the steam sales that ended quite a while ago had it at a very good price, I'm guessing quite a number of folks here have bought Civ V. Now I'm wondering how many of those same folks will be wanting to play in a multiplayer game with fellow forumites.

At the moment, I'm just looking for people who would be interested in joining in a game, and then going from that to determine how to go about the size of the game and all that stuff. Expansions and DLCs aren't a limitation for me, since I've bought all that stuff. Also if this does get to the stage where we're going to have a game being set up, I think reserving civs will be the best way to go about it, just to smooth out the process of game setup, etc. In fact, it might be a good idea to state your preference right off, just because why not :P

Current Players:Chosen Civ:

Star Wars: Empire at War. It's an RTS, not a space sim, but the space battles are excellent and have mechanics surprisingly similar to Starsector. Unfortunately it's $20 on Steam, but it's usually 75% off whenever it goes on sale. A good game to wishlist for later. :)

The game's ground battles can die in a fire, though.

The corruption mechanic in the expansion was a massive pain to deal with as well. Regardless of which side you were on

Discussions / Re: Hidden guest
« on: July 10, 2013, 06:29:12 AM »
Very wrong. Any member can set their thingie to hidden. Moderators and such can still see if those people are online, IIRC

Discussions / Re: deciding on new game
« on: June 21, 2013, 09:17:27 PM »
The only thing in there I'm really interested in is SOTS, and that's an old game

What's the problem with a game being old?

Discussions / Re: causal discussion: main forward thruster, needed?
« on: June 17, 2013, 08:38:18 PM »
The thing is, with current thrust vector vehicles, they use air resistance and whatnot to keep the craft balanced. In space all you would be doing is deflecting your direction to elsewhere. Since full directional coverage would be more than a bit difficult without cooking your own ship

Discussions / Re: causal discussion: main forward thruster, needed?
« on: June 17, 2013, 11:20:16 AM »
Usually from an engineering / cost perspective, it would rarely be done in the real world, for the same reasons why real-world battleships can't go very fast using their propellers in reverse (it does "work", but not well).

That point is a rather bad comparison, since real-world battleships have an entirely method of propulsion. I think the best comparison should be in current space craft (obviously). How many rockets have you seen that can reverse the direction of its thrust? That's the main issue here

Discussions / Re: Spacestation 13! (SS13)
« on: June 13, 2013, 06:06:17 PM »
So, uhh... yeah. Gonna drag this thing up again (yeah yeah, necro and doublepost but whatever. Trying to make it relevant again).

Just going to say that for a good while now we've been running Baycode (basically better for dem RPs and such) and have a slightly increased playercount for those of you that were waiting on possibly more people playing before you started. Of course, if anyone needs shown the ropes or whatever, we'd be more than happy to assist as well, since everyone who's currently playing the server when it's up has a good idea of what to do at the very least. And if it already hasn't been said (I'm sure it has at some point though), more players are definitely better at this stage.

So yeah... if you're interested now, just shout and you'll be more than welcome to take part in our shenanigans.

Announcements / Re: Starsector 0.6a (In Development) Patch Notes
« on: June 09, 2013, 09:00:39 AM »
It's very easy to be patient. It's called finding other things to do in the meantime :P

Discussions / Re: Kerbal Space Program
« on: June 07, 2013, 09:59:45 AM »
How do you know that they weren't planning on adding things that were in the mods anyway? That's the thing with a lot of communities, if the developers don't put in things that mods have already done then the game's *** because they don't put that feature in. When they do, they're "stealing from the modders". Make yo' bloody minds up!

*ahem*, anyway I quite enjoy me some KSP from time to time. And I might as well start off the bandwidth killing screenshot ***-waving :P

One of my many rover delivery systems:
And a modified version for landing on surfaces with no atmosphere

A recent return mission of mine:

Pages: 1 2 [3] 4 5 ... 74