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Superfluous J

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Everything posted by Superfluous J

  1. Does that use up their one and only name change? Non Disclosure Agreement. They're not only for video game testers, you know. You can sign any agreement to not disclose anything.
  2. I almost finished a contract pack that allowed (forced, actually) you to unlock parts via contracts. I stopped quite close to the finish line because of how horrendously bad it was during testing. All I wanted to know was if the balance was about right, and what I found out was I never ever want to play any mode even remotely similar to that.
  3. The whole world is in quarantine is the same as not being in quarantine. No sense blocking travel between two countries with uncontrollable outbreaks.
  4. You can right click the docking port an "Control from here." Then aim that port in the direction you want.
  5. Well the good news is no company is going to refuse to hire you based on a poetry exam. (okay maybe Hallmark or something)
  6. If they're anything like the programmers I know they do web meetings from their desks whenever they can anyway. I'd rather send a chat message to the guy sitting next to me than talk to him. When I talk to him, I don't have a record of what we said to refer to later.
  7. Well, in general that is an excellent suggestion but in this case the period of his orbit is less than three hours. And waiting for one Eve-year that way can get a bit tedious. Hehe I do it all the time, though usually it's "only" in LKO going to Minmus, 45 minute jumps for 15 (kerbal) days can get bland.
  8. It's only guaranteed* to work in 1.9.1 but there's nothing in the code that I know of that would fail going back to ISRU's inception. It needs a version of Module Manager that supports those functions but I think they're similarly old. *Actually it's guaranteed to work on any version. Of any software. Or even without software. In that I'll happily issue a full refund if it doesn't.
  9. These both sound terrible from an efficiency standpoint. Imagine if any other engine in the game used the same amount of fuel no matter how low you throttled down.
  10. If you're just trying to not speed up so quickly then sure, but if you are trying to match a maneuver node each bomb will still give you X more speed no matter how often you drop them. If you need 50m/s and they give you 1500... And how do you dial down the yield? The only way I can think of is to bring an array of bomb sizes.
  11. I use the correct number of boosters. That number varies based on the ship I'm building and is generally an even number between 0-6 inclusive. Very very rarely I'll do 3 but I usually regret that.
  12. Note also after placing the maneuver node, to try clicking "next orbit" a few (or a lot of) times to make sure you're ejecting at the correct time. You can get vastly different solar orbits based on which direction you leave Eve and with your limited fuel budget and orbital path, your only effective way to change the direction you leave Eve is to do it at different times (i.e., orbits) Still not sure if you have enough dV to reach home but as @Dirkidirk says, it's a much better possibility than if you were low Eve orbit.
  13. Check. Not sure why this is more important for spaceplanes. I dock rocket ships to each other all the time. Check. Though I find the desire to fly planes in a rocket game the strange preference
  14. @linuxgurugamer I was making a save with beacons and ships but I hit a snag. I see no fuel tanks or engines for the "jump" drive. @Friznit oops I didn't see you were also doing this. Should have refreshed. If you get a save that works (maybe experience with the mod helps you here, I may be looking in the wrong place?) then by all means put it up. Mine has beacons but no ships, feel free to use it so you don't have to put up the beacons if you've not already done so. I scattered 6 of each all over the system, concentrating on the Jool and Kerbin systems with the smaller ones. [defunct site link removed by moderator]
  15. Assuming it's like other science, you should also be able to time warp to kick it in the ... uh... space suit. Yeah. I partial-data transmit "actual science" all the time (I tend to forget batteries ) and find that time warping over 100x can help a lot in the transmission rate. Like, it can even make stuff complete without ever going partial.
  16. If my first favorite video game was still around instead of any successors, Elite Dangerous would look like this. Change is good, frequently. We fear it and it's not ALWAYS good, but it is good more often than not. Also, KSP isn't (reportedly) going anywhere and no one can uninstall it from your computer except you (and hackers with mad skillz I suppose)
  17. Mine differs as well. If a world is too low gravity to support a rover (ie, not Eve, Tylo, or Kerbin. And maybe Duna) I instead use a hopper. The hopper may have wheels for the last few meters but any real distance is covered via rocket.
  18. I don't know if it's actually logarithmic but yes. It's set so that - other than the granularity of it - you can't get to 100%. Yes but as far as I can tell, once you can see 3-star contracts any extra rep is useless.
  19. Why this is true is because rep is a sliding scale. When you have 0 rep and gain 1 rep, you actually gain 1 rep. When you have 50% rep and gain 1 rep, you gain less than that 1 rep (I don't know the exact number but let's say it's 0.5 for this example). When you have 90% rep and gain 1 rep, you get even less (say, 0.1). So if you slowly gain rep in small trickles, those trickles get lower and lower each time. If you save it up and buy it all at once, you get it for the better cost because your rep is lower. Like if you gained 10% rep at a time 10 times, you'd gain 10%, then 9%, then 8.1%, then 7.3% (or whatever) and in on the last gain of "10%" you'd actually only gain 3.8% and end up with about 65 rep. If You saved up all of that rep until you had 100% to spend, you'd go right to 100% Also important to note: Rep is basically a garbage stat. If this was an RTS it'd be the stat you sacrifice to up your strength or dexterity.
  20. Okay I'm bowing out. Even I can't split hairs this small and that's saying a lot. OP: Without resonance, the tilt of the orbits would keep the planets from colliding. Without orbital tilt, resonance would keep the planets from colliding. The orbits are tilted and there is resonance, so for sure they're not colliding. If you modify the game settings so two planets do actually collide, they won't and instead weird things will happen due to the way the game is programmed.
  21. I don't recall ever getting the "Station" milestone in any instance other than the "first docking" milestone. But I will admit (even though I run the no-contract career challenge) to never paying enough attention to know for a fact that they are essentially the same milestone as far as requirements are concerned.
  22. I was not discussing IRL or Principia, I was discussing stock KSP. IRL or in Principia a lot of things about the system would have issues.
  23. I don't do KOS scripting or analysis of the air pressure or anything, but my launchers tend to be sub-1.5 on the pad (sometimes down to 1.2 or lower, with side solid boosters) and sub-1.0 during my mostly-horzontal orbital insertion phase, and what almost always works is to tip over 5-10 degrees once my time to Ap reaches 5-10 seconds, and then lock on prograde for the whole way up. I find I'm usually pretty close to the 4900m/s of vacuum dV listed on the chart.
  24. And their orbits also never cross in 3 dimensional space, so even if they were not in resonance they'd never have an issue.
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