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KSP2 Release Notes
Everything posted by FleshJeb
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I'd rather KSP2 never gets made than have developers take any crap from Take-Two. At the end of the day, it's just a game. My thanks to the developers who chose not to continue.
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I use this amazingly low-overhead, rapid-prototyping tool called a pencil and paper. Joking aside, I've used AutoCAD professionally for 25 years, and I still think that in the early phases of a project, dealing with computer interfaces limits your thinking and takes up valuable mental processing cycles. Make the machine work for you, don't work for the machine.
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That's too bad, as DLC's go, it's darn good, but I understand if you have an objection. I read through ModuleOrXBFC.cs. It looks like it should operate on anything with ModuleControlSurface, which the BG props have. Looks like everything is getting initialized in OrXLog.cs. Unless I'm grossly misunderstanding, I think you just need to add the part names of: largeFanBlade largeHeliBlade largePropeller mediumFanBlade mediumHeliBlade mediumPropeller smallFanBlade smallHeliBlade smallPropeller Also, I long for the day when the OOP fad goes out of style. It's so bloody awkward to code in nouns.
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Yes, that's it. Apologies for not being clear. My understanding is that the Boost Flap functionality deploys elevons when airborne--Breaking Ground prop parts are designed to operate in the deployed state, so that would need a reversal. The end result would be the same, cutting thrust. In fact it would be rather nice to be able to choose, per-part, whether airborne=deployed or airborne=retracted. The amount of downforce needed for my Dakar test buggy is snapping the wheels off during the harder landings. No big deal, I can do all this manually. Just a suggestion.
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How to improve parts?
FleshJeb replied to jaunco325's topic in KSP1 Gameplay Questions and Tutorials
You’re right, there was talk of it at one point, but they went with consistent performance, because it’s less confusing and makes it simpler to share craft and design ideas. I think it was a good choice from a gameplay perspective. -
Watercraft are challenging—Watercraft than can SSTO especially so. That’s nice work, thanks for sharing it. I’ll give it a spin around the planet when i have a chance.
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totm march 2020 So what song is stuck in your head today?
FleshJeb replied to SmileyTRex's topic in The Lounge
I just got done watching the movie Yesterday, now I have the entire Beatles catalog stuck in my head. Pretty happy about it, honestly. -
The Factorio devs don’t believe in sales. It’s always the same price. The value per dollar is darn good though. Try the demo, it convinced me to play. I put about 20 hrs into it before I made my decision. Fair warning, it’s one of the worst drugs you will ever take.
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I love reading random NTSB reports--They're a masterclass in forensics and report writing. The flightpath reconstruction begins on page 95. https://www.ntsb.gov/investigations/AccidentReports/Reports/AAR0003.pdf
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SSTOs! Post your pictures here~
FleshJeb replied to KissSh0t's topic in KSP1 The Spacecraft Exchange
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Copper, strangely. And I'm on infinite tech and launching rockets. I think my slightly larger than standard lakes ate a few copper deposits. I've got more iron than I know what to do with, and the only copper that isn't almost tapped out is deep in Biter territory. Evo is 99%+ Good times I'm so burnt out from marathoning I don't even want to look at it except to play with circuits and slaughter a few thousand Biters face-to-face. I've been fine-tuning airplanes in KSP to relax.
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KSP programming in real-world languages:
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This is why I pray for your souls, daily.
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So much Factorio. I played 400 hours in one month in addition to having a job. Sleep is irrelevant.
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I just asked the mods to perma-ban me. Those of you who know how to find me, know how to find me.
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It wouldn't reduce my opinion of his character.
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totm june 2018 Work-in-Progress [WIP] Design Thread
FleshJeb replied to GusTurbo's topic in KSP1 The Spacecraft Exchange
I'm probably going to standardize this on the center 7.5m diameter instead of the 5.0m ends. The goal is to refuel a separate Eve SSTO lander, lift it to 20km and launch it. I'm going to use FMRS to preserve both craft. I debated carrying the lander inside by docking with it and having it phase through the shell, but keeping it underslung will work just fine. I'm going to rebuild those tilt-rotors to be simpler and more powerful. An earlier version that got to the Island Airfield. -
Whereas I dislike them so much, I’d pay Squad $15 for a Module Manager DLC without the crap.
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Sea-Level Flameout on boat
FleshJeb replied to Lazarus MonkeyMan's topic in KSP1 Gameplay Questions and Tutorials
You're welcome. There are a lot of different options for foil layout: https://en.wikipedia.org/wiki/Hydrofoil I think for stability, one in the front and two at 2/3 aft is probably the best--It puts more of the drag to the rear of the ship. You can even make hydrofoils that don't lift all the way out of the water--They help reduce the hull drag by lowering the area in contact. I did one because I wanted the extra stability and tighter turning radius allowed by the side pontoons: -
Sea-Level Flameout on boat
FleshJeb replied to Lazarus MonkeyMan's topic in KSP1 Gameplay Questions and Tutorials
Thank you very much. I think, out of the couple thousand craft I’ve built, it’s probably my most thoroughly and elegantly engineered. (I learned so much about stability that it made me better at spaceplanes). I’ve got about 40 hours into it, and I could spend about 10 more before I’m satisfied.