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Everything posted by Deutherius
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Oh, it moved! 42
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Forum game: The number war discussion thread
Deutherius replied to RainDreamer's topic in The Lounge
I dunno, the part that says "or more posts from more different people" kinda implies that no matter how many different people post within the discussed timeframe doing a + or - 1 to the first number, the one that did the last operation wins. You are misinterpreting the rule. The valid number would be 9, because, as the rule states, user C would not be subtracting/adding to the same number as user B. User C would just be too damn late. -
Forum game: The number war discussion thread
Deutherius replied to RainDreamer's topic in The Lounge
Personally, I would leave the rule as it is. Perhaps give it a clearer explanation and/or an example so people know what exactly is meant by the "give or take a minute". I also don't think it would help against the editing issue all that much... One can easily wait until the end of the page during a rush hour, post a valid number, let the spamming people continue from it onto next page... And just change it to something not valid within 3 minutes. How many people will bother to look back when there is so much action going on on the last page? As for the spam problem... I think that changing the rule to "within the same minute" would cause the same ammount of spam, just concentrated in pulses at the end of each minute. Sounds interesting to observe, but... Meh, I dunno. I may or may not be heavily biased because of the way I like to play this game, though. -
As far as I recall, sure, the amount of intake air you get per second increases. But so does the amount of intake air your engines burn in order to operate in the same timeframe. All warping really does is show you that you have more intake air in the resources, which might be a bug. As air breathing engines operate more based on altitude and speed than amount of intake air and speed now, I somehow doubt it could be exploited to gain a significant advantage, if any at all.
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The way I see it, Donwside Up saw what my post meant and was telling Ethan that the correct continuation was either 41 or 43, while adding one himself - therefore, no resets would need to happen. But I could, of course, be wrong The game is at 41 either way, just not sure if my 41 or Fel's 41.
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^ Or up. Just because the biggest resets have been used against the positive side only so far doesn't mean the negative side can't suffer just as much if they make mistakes like that. 41
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The answer to life, the universe, and everything, according to Douglas Adams.
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If your craft is really in a stable orbit, yes - when it stops being an active vessel (i.e. you switch to a different, far away (2.5 km in 0.90, more than 25 km now, I think) vessel, or go back to the space center, as RIC said), it goes "on rails" - meaning it's trajectory won't change, unless one of these four things happens: 1) your trajectory is on a collision course with a celestial body (that doesn't have to be obvious at first - you can orbit low around the Mun at 4 km altitude just fine, until you encounter a nasty mountain that you didn't notice before) 2) your trajectory is intersecting an atmosphere of a celestial body deep enough* - the game figures your craft would reenter anyways and deletes it 3) your trajectory intersects another celestial body's sphere of influence (you can be in a nice orbit around Kerbin only to find out that the Mun will pull you in and fling you out into interstellar space 15 orbits later) 4) any combination of the above These can be easily avoided, of course: 1) make sure you have enough of a safety margin above the ground on atmosphereless bodies (kerbal wiki usually has info on highest terrain - if not, consult kerbalmaps) 2) make sure your periapsis is not dipping too deep into the atmo (few km is probably fine, just don't overdo it) of an atmospheric body 3) always make sure you are far enough from any planet's/moon's orbit that you don't want to interact with. You can calculate exactly how far you need to be from parameters given by kerbal wiki. *deep enough may vary - this used to be a minimal periapsis of ~20 km for Kerbin before 1.0, dunno about now. Different bodies will have this value different.
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^ I feel like I should elaborate a bit as to why, just so this issue is clear once and for all. Rule #7 states "give or take a minute" - meaning there is one minute to override the previous poster. That has to work for any second of any minute, meaning that if I post at 14:25:30, someone else has until 14:26:30 to override my operation. The forum, however, doesn't display seconds - it becomes impossible to prove precisely if someone has posted in the correct window. Really, even if Dman would say that his 46 was posted exactly at the start of a minute, Fel can just as easily claim that his 44 was posted at the exact start of the next minute, and still within the valid one minute window. So, any second of the minute a user posts can be overridden up until the same second of the next minute. Take away the seconds, because the forum won't tell you that information, and you end up with what we have - if I post at 14:25, someone else can post at 14:26 and rightly override my operation. I hope it's clear now that Fel's 44 was a valid override. And I'll make that a 43.
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The positive side wins and the number gets reset to 0. And it all begins anew, in a neverending cycle. Same for -100 and the negative side.
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Just a little hint, 'cause I'm feeling nice today - this is what got you last time, don't repeat the same mistake twice The rule says "give or take a minute", not "within the same minute"
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Bug? RCS mode changes nothing.
Deutherius replied to Draslin's topic in KSP1 Gameplay Questions and Tutorials
Takes some getting used to if you are familiar with the old docking mode only, but I always liked the staging better, as it gave me immediate control over both translation and rotation at the same time. The default controls go as follows: K - translate up I - translate down J - translate left L - translate right H - translate forward N - translate back Good luck! -
Amphibious Nigh-Totally Irresistible Magnet (with) Asymmetrically-Tethered Tin-Encased Ropes NECROMANCY
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Edna Mode curiously nudged Damien, exclaiming: "KEVLAR!" ppebtia
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[oor-tag-de-bevin-move-move] Sentence, orc language. Directly translates to "Fast running spoon full of ooze". Rarely used. nvusueow
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Ooh, that's a cute little jet engine Anyway, on topic... Is that a good decision? For larger crafts, sure, awesome, but if you build really small, it might become pretty hard to not build a complete lawn dart and/or weird crafts with wings too far forward.
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Unless you get really lucky and relative velocities small enough for the physics engine to even register a collision, the crafts will just pass through each other. Haven't tried spot on collisions at high speeds in 1.0 yet, but I'd guess it's going to be the same as before - really, really improbable and less spectacular than one would expect from orbital collision.
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No, but this thread took off in the last hour like the hype train itself. 34
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What is this, hype thread 2.0? 35
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My guess would be the electrostatic principle. I could build you a movement detector with an antenna, a few NPN transistors, resistors and a capacitor, that will detect the movement of large conductive objects (like people) around the antenna. Humidity in the air will change the amount of charge gathered by the antenna. I'd assume the radio was doing something similar, although it's hard to tell what exactly was going on inside that was turning it off.
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Don't want to come off as rude, but that just seems like unnecessary complications. Unless someone edits a number, determining who's number is valid and who's is not is just a matter of sequentially moving through the game progress. In your example, poster 2 would win (because you can't get to 4 from 6 or 7 validly). I suspect you meant the last user to write a 5, so that there might arise a conflict - in that case, going through the progress, we get: Oh, and anyway: 1
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What Are Things You've Heard That Made You Facepalm?
Deutherius replied to michaelsteele3's topic in The Lounge
0118 999 88199 9119 725 ...3 What else would the number be? (In all seriousness, people tend to panic when someone near them gets injured. Brains tend to fart when panicking. Gems happen when brains fart.) -
I believe that part of the rule is just saying "you cannot override multiple times during the same +-1 minute window". To prevent something like: Also, I'll add one.
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Orbit related questions 1.0
Deutherius replied to Veldez's topic in KSP1 Gameplay Questions and Tutorials
I haven't clocked nearly enough hours into 1.0 (or the forum) to be 100 % sure, so take it with a grain of salt. Terminal velocity is now governed by the shape of your craft, so there probably won't be any precise lists. If you build your rocket tall instead of wide, and put nosecones on everything, you can forget about terminal velocity altogether - it's the heat that will cause you problems way before you notice any atmospheric losses. So unless it's glowing red hot and exploding, feel free to go faster. You didn't tell us what exactly is causing you to not reach orbit, so I cannot help you until you do. Alt+F12, physics, thermal, display thermal data in action menus, right click on parts. Not part of this update. Dunno about the origin of folk's figures, it might be either of those (depending on free time and sanity), but Mechjeb and KER should be updated and working already, so it's probably mods.