Avatar

Howdy, Stranger!

It looks like you're new here. If you want to get involved, click one of these buttons!

Kilted-Klingon

About

Username
Kilted-Klingon
Joined
Visits
107
Last Active
Roles
Member

Comments

  • Sure, sounds good. Tks much!
  • @daid Hope all is well. Just curious, are you thinking of putting a new release up anytime soon? I have a another significant event coming up on 5 Apr (but this one through work), and I'm starting to point people to the download page to grab a c…
  • Yea, we were all just rather flabbergasted, but truthfully, not deterred one bit. The whole team is excited at how well the first scenario performed, and they know about the other scenarios, and are excited to reschedule and do it again. 8-)
  • If anyone's interested, I've posted a write-up for our latest main event this last Saturday. http://bridgesim.net/discussion/427/kilted-klingons-leadership-lab-events#latest Hint, there's a big reveal at the end... ;]
  • Main Event 003, 23 Feb 2019: Software: Empty Epsilon, Custom Mod of base release version 2019-01-19 * This mod was created by "amir-arad" (user name on EE server on Discord); amir-arad created this mod per a general request I made in the Di…
  • ...uhh.... can anybody say "Kobiashi Maru?" ;]
  • Thanks to both! I've not used '.atom' files before; researching....
  • Hey daid - quick question/request. Is there a particular discussion thread or notification mechanism to let us know when a new version is available to download/use? If not, would you mind considering starting a thread here on bridgesim.net that we…
  • Yes, it's easy for a GM to lay a mine field, another thing entirely for a ship to do it. ;] I hadn't thought about making mines expensive. Will have to give that some thought! Will certainly make them use them more judiciously.
  • Hahaha, yea, I already thought about that. It's a valid tactic! We'll see if anyone decides to try that and how the others deal with it! It'll be entertaining for sure. ;]
  • Well done vid. Thanks for sharing. It does raise lots of vary valid points, and I appreciate how many references Scott made to the different space sims, and using Kerbal was of course an excellent approach. Loved it near the end where he says "Fr…
  • (For anyone else following this thread, I've created another thread to summarize our Leadership Lab events, link below): http://bridgesim.net/discussion/427/kilted-klingons-leadership-lab-events#latest
  • Hey Xansta - You ever have one of those times when you think you've discovered a flaw in a system, then only to realize it's really not a flaw at all, and the system design is robust enough to accommodate? I just had a thought like that ref the C…
  • @daid: sweet! Love it! @Dwaine: hope your EE event goes well! Let us know how it goes!
  • Glad you got the time and got to play again! 8-) BTW, I've started a new thread specifically about our Leadership Lab events. http://bridgesim.net/discussion/427/kilted-klingons-leadership-lab-events/p1?new=1 You'll be happy to know that we ha…
  • Test Event B, Jan 2019: * Preface: After the previous Test Event in October, we acquired the necessary switches and cabling to support 6 ships and the viewing stations in the gathering room. We also conducted a mini-test with the facility tech d…
  • Test Event A, Oct 2018: * Preface: I was very busy most of 2018 and the earliest I could get to a test event was October, but I was thinking a lot about it all during the year. During the May/June timeframe was when I first became aware of Empty…
  • Main Event 002, Feb 2018: * New/Additional Objectives: * Increase the number of ships to 8 * Introduce using TeamSpeak as the ship-ship communication method instead of hand-held radios (keeps it more "in character" by using a computer console …
  • Inaugural Event, Feb 2017: * Software: Artemis * Bridge Crews: 6 * Scenarios: * Earn Your Wings: basically learn to fly the ship and work the stations * The Advancing Horde: all bridge crews work together as a single fleet defending t…
  • Ok, I stand corrected; the impulse engine sound is there. I switched to use a different machine for the main screen, one that has reasonable speakers attached, and yes, there is impulse engine sound. I went back to my first machine for the main sc…
  • I turn down music to 0% and sounds up to 100%. No engine sounds.
  • Thanks all for responses to my engine sounds question. @daid, given your github link reference, the code reads as if the impulse sound should be active, but I got nothin coming from the machine running the main screen. Beam weapons, missile stri…
  • Yes! On plexiglass! A great idea! Now you've gone and done it... (thinking feverishly if it can be done in time and at what cost...)
  • hahahaha. Actually, I joined in a couple of games with Xansta 2 weeks back; I sat Relay, and had a great time hacking the opponent ships. It was quite the matter of pride to do it as fast as possible. You can hack the same system multiple times s…
  • Greetings all - Trying to do a little catch-up here. Just got done with a great EE test event, but won't muddle the thread here with a report. I'm planning to start another thread to discuss our main event in Feb, and will also include a report …
  • (my apologies for my silence; we're doing our dress rehearsal test event this weekend and I'm up to my eyeballs in activity; taking lots of pics and will share later how things go; will definitely engage in the dialog thread when I can come up for a…
  • Most awesome. Thanks Xansta! I'm building machines tonight (acquired more for our event), and will load this up tomorrow.
  • Hey Xansta - Thanks again for the speedy reply. Ref ship names above in yellow, yup! That's just what I was thinking. For simplicity sake, the numbers can always be attached. It won't bother us at all to call "Alpha-1" even when there's only…
  • Thanks for the speedy reply. I'm neck deep in a work project, so will need to respond tonight. One quick comment, I didn't realize the timer was incorporated in to the central station name, ha! Just didn't pay that close of attention to it. Ve…
  • * Regarding the total number of player ships: (just observations for now; no changes needed) * I appreciate your previous input about it would be too much for just two people to run all the stations for a ship * We're going to experiment this …