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KSP2 Release Notes
Everything posted by Norpo
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I don't mind at all, go ahead
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Kerbal Space Program. as led by: Gene Kerman "We do these things... not because they are easy" Reduces tech cost to Rocketry related techs (any tech that has the Apollo Program, or a rocket part associated with it) by 15%. Booster Artillery Replaces Rocket Artillery. No benefits, but production cost is reduced by 40% due to using re-purposed rocket parts. Flag Pole: Replaces Monument. In addition to the +2 Culture, adds +1 Science.
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Electric attacks have no effect on Ground types! (Technically, I suppose the earth isn't a pokemon...)
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OK, Who's getting a cut of parachute sales?
Norpo replied to ArmchairGravy's topic in KSP1 Discussion
Hm, I wonder if there's any absolute maximum speed they can't survive, perhaps it could be a slightly more efficient way to get Kerbals to a Tylo base? -
OK, Who's getting a cut of parachute sales?
Norpo replied to ArmchairGravy's topic in KSP1 Discussion
Assuming that the XL chute is being used for the 3-man 2.5m command pod, that's still a safe landing speed, the pod has a high impact tolerance. The 7.3 m/s figure for the 1-man pod is also safe as well, but just a bit more sketchy. The 1-man pod has an impact tolerance of 14 m/s and the 3-man one of 45 m/s. Still safe, just a little bit faster. -
Danger Alerts 1.2 has been released! hooray! Changed the license to the MIT License. Updated to be compatible with KSP 1.1. Aside from that, no changes have been made. Download the latest version here! If there are any bugs, please report them here.
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I hear a good reality check is to try to recall the things you've done in the last ~1-2 hours. If you can't remember, you're probably in a dream, and should follow up with every other reality check you can think of. Pinching nose and trying to breathe through it, counting fingers on your hands. If any of these return "dream" it's 100% a dream, no doubt, welcome to lucid-land. Of course it should be used in conjunction with other reality checks, especially if your memory isn't so good. ...At least, in theory. I haven't actually succeeded with it, though if I had done the check at one point in my last dream I probably would of gotten lucid, I was very, very close, thinking "Wait a sec, I don't remember doing any of the things these people are saying I did. Oh well." Too bad, that should of been a dead giveaway. Still trying to get lucid again, though no progress since the first time about a month ago.
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I agree, without VAB readouts you have to either guess it, or manually calculate it, which can be tedious for ships with lots of stages, if you don't re-use launchers. In fact, the 1.1 KSPedia (in the pre-release, anyway) mentions Delta-V, but mentions no way of calculating it. Basically it says (paraphrased) "Delta-V is your change in velocity, which basically means how far you can go." But there's no mention of the rocket equation at all. Delta-V is in the game in the maneuver nodes, they made a simple explanation in the KSPedia, the "it's too complicated" argument doesn't really hold up. I think that adding a Delta-V readout would be very, very useful. If they don't want it making the game too easy, then I could see a readout improving as the VAB/SPH levels up, from level 1 not having one, period, level 2 having a less accurate version (accurate to within 500 m/s or so, perhaps?), and level 3 having the completely accurate one. The same goes for TWR. Of course, the player can always calculate it manually, making it so the player actually does know the Delta-V, then again, quadruple-checking everything eases 99% of the problems that most missions have.
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Running out of power alarm?
Norpo replied to Invader Jim's topic in KSP1 Gameplay Questions and Tutorials
You can configure Danger Alerts to do just that, and you can disable the collision alert if you want. (Note: I made Danger Alerts, so I may be a little bit biased. ) To be absolutely, completely sure you won't run out of electricity and always have a way to deploy solar panels, the "disable a battery" trick is probably your best bet, though. Works 100% of the time, and then you always have a backup. Either that, or quicksaving before every long time-warp, though that can be hard to remember to do. -
Well, I decided to try this out ~2 weeks ago, I was skeptical at first, though either it's a massive conspiracy by thousands of people including large experiments or it's legitimate. Well, since it's all in the head, anythings possible, I figure. I read guides, and started taking a dream journal (which definitely improved my recall, from ~1 a week to ~1 a day), in that time the following has happened: 1 sorta-kinda-maybe lucid dream (although it ended 10 seconds after, induced by questioning blatant logic violations, the dog can't be off the leash 100 meters out, it's right here with me!) probably about 15 dreams, but no major patterns have emerged. Indoors, outdoors, familiar, exotic, mundane, surreal, the dreams are very varied in setting and narrative. Occasionally, I have a small moment of awareness, sort of "hey this is odd, maaaybe this is a dream" but usually something urgent happens right after and I forget about it. Weirdly enough, I've started waking up in the middle of the night (4 hours after going to sleep) about 50% of the time. Not that I'm complaining, from what I can gather that's useful for starting lucid dreams. (I do a reality check as soon as I wake up, or at least as soon as I can remember to) If I can remember a dream, I write it down, no matter the hour. Aside from that, not much else has happened, no lucid dreams longer than 10 seconds. I do reality checks *pinches nose* every now and then, and sort of thinking "how did I get here". From what I've read becoming lucid due to randomly doing one in a dream is rare, though it can help confirm and maybe (speculation on my part) helps me think about dreaming during the day, priming my mind for it and maybe being more aware during sleep. (also, writing this post is probably helping towards that end on it's own, which is pretty neat) I can never remember to do FILD after waking up in the middle of the night (Is that called WBTB? geez these acronyms are crazy), usually I'll do it for a bit, get uncomfortable, have to adjust, and forget. I can remember to think "lucid dream" in my head though, (I think that's called MILD), so that at least seems to work in my half-asleep-oh-man-what-time-is-it state. (I think that's how I got my 10 second lucid dream, though my memory is hazy) Advice? Tips? Tricks? Am I doing something horribly horribly wrong? Advice for how to stabilize a dream if/when I manage to get lucid again? Also, relevant:
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Actual-Actual 1-Up.
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@linuxgurugamer, I added Danger Alerts to SpaceDock now, hopefully CKAN will pick it up soon. (also, it turns out, I accidentally published an old version to Dropbox, so to anyone who downloaded the mod from Dropbox: you were using an older version. Oopsie. My bad. Apologies if you downloaded it for the resource alerts and were confused to find there were none.)
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is the last valid post, as the one after it jumped by two. -2 (+)
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Thanks; I'll cross it out. For the time being; use the Dropbox mirror (linked in the OP). I'll upload Danger Alerts to SpaceDock once I make the new version for KSP 1.1 when it comes out.
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Whaaaat? Am I reading that right? If that's true, that would make the console version approximately 50x better, although the UI seems iffy, for starters, I have no idea how the whole "control cursor with analogue stick" thing will work out. (That might be temporary, but the release date is "soon"...) Hopefully the console version works out; but my gut tells me KSP will still be best played on PCs. KSP uses a lot of keys; I have no idea how many features they'll have to move/streamline/outright-remove to get it to fit on a controller.
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Daily Mirror attributes Kerbal joke pic to NASA
Norpo replied to swjr-swis's topic in Science & Spaceflight
The image for those who don't want to go to the site and find it: (see: on the right, the scale goes Small, Medium, Heavy, Super Heavy, then Kerbal (with Untitled Space Craft looking very Kerbal indeed) EDIT: After doing some reverse google bing image searches; the source of the image seems like it's from this reddit comment (this imgur link) from ~ 1 year ago. So it seems like it being in the article was a mistake, but a good mistake. -
Squadcast Summary (2016/01/28) - What's not in 1.1 edition
Norpo replied to MiniMatt's topic in KSP1 Discussion
Based on the context I'm going to guess that he means that in regards to multithreading; Multithread programming isn't exactly easy; and you're lucky if it goes near-perfectly without bugs. This image sums it up quite nicely: -
[Disclaimer: I'm not a moderator] I've read that those are based on your reputation; note how people with more reputation have more dots.
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I...I Need help with Docking...
Norpo replied to WatermelonMax's topic in KSP1 Gameplay Questions and Tutorials
Doing some reverse-google-image searching; it seems like that image tutorial was originally made by the KSP reddit user Entropius in this post, on July 3rd, 2014. https://www.reddit.com/r/KerbalSpaceProgram/comments/29qjgm/illustrated_tutorial_for_orbital_rendezvous/ Huzzah Entropius; and good job making a good tutorial. -
Simple; a place to share Kerbalized movie quotes (and optionally, the movie they came from as well). No further rules or instructions needed. (aside from the official Forum Rules, of course) Examples: "You've turned off MechJeb, Luke. Are you alright?" -Star Wars Episode IV "You needn't worry about your reward. If science is all that you love, then that's what you'll receive." -Star Wars Episode IV (again)
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-7 [-] Reportedly, double-walled inflatable balls like this exist somewhere. Now to find that place.
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CKAN doesn't always "find" the latest version; in that case you'll need to download and install it manually here.
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Node Symbols ☊ / ☋ instead of AN / DN
Norpo replied to bv1's topic in KSP1 Suggestions & Development Discussion
Thing is; they match the Ap and Pe markers: the AN and DN markers follow the "Two letters" format. Why fix it if it matches, and it aint broke? It's simple, easily distinctive, and matches the look of the other orbital markers in the game. This would make the An/Dn markers a special case; and special cases are bad UI design if done badly; I find. I agree that the suggested icons would be harder to recognize (for one thing, there's that huge white space in the middle, and the outward lines are thin) but you lost me on the "closely resembling the greek letter omega" bit. Why does that even matter? As far as I can tell; omega isn't used in any other place in KSP; and it seems distinctive enough that looking at it closely would show it's not omega. (either that, or one would assume the devs love crazy fonts) I changed a screenshot of the game that I found to show what it might look like in-game: Original: Edited (note, I edited the colour of the ☊ ☋ icons to make them somewhat easier to see): Which one is easier to see and to tell apart? Well, you be the judge; but I personally think that the original is easier to see; especially in the middle of all the other icons, near the maneuver node. -
Whenever something is entertaining or obviously took a lot of time/effort, and is well thought out. And mods I find interesting or use get an instant-like, since making a mod takes far more time, effort, and knowledge than even the longest post on why "mechjeb isn't cheating" Oh, and I also have to remember the button is actually there. (oddly, I seem to remember about it very rarely)
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