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Superfluous J

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Everything posted by Superfluous J

  1. There is but we're discussing the stock game and I would like options such as that to be configurable there. I find career - with the proper optional settings ticked for my current mood - to be fun to play, regardless of the (non-optional incidentally) half-baked excuses for KSP1's career mode. So my choices are: One single unified career mode with no options that was really fun to play once or twice, for maybe 100-200 hours of fun. "Half baked excuses" that are roughly the same fun as KSP1 that allow me to make up my own career modes for 1000-2000 (or more) hours of fun? Bake me up half an excuse, please.
  2. I turn off respawn always, and turn on comm net no matter what. I almost never turn on g force limits but sometimes I do. If I could, I'd love a career mode with no science points, or only science points. Or KSC 20 degrees north. Or monthly budgets. And I want these as options so I can turn them on and off in any combination. For the dozens upon dozens off playthroughs I got to get.
  3. Unless I am mistaken there is no intersection point in Jool's and Eeloo's orbits. This has nothing to do with resonance.
  4. As I'm coming in I set my Pe at 100km, and place a maneuver node to burn all my fuel retrograde at a specific location that will put my resultant Pe at 40 km. So long as my resultant Ap is low enough and/or I have enough heat shield, that works fine. If it doesn't I reload and redo the burn so my Pe is at 50km, then 60. Never had to go higher than 60 which is good, as that ended up taking a dozen passes to slow down to reenter. Note this is in JNSQ where you're actually in some kind of danger coming down
  5. They don't collide for the same reason that cars and planes intersecting on a map don't (under normal circumstances) collide: if you look at it from the side one is above the other. If you mod it so they actually intersect then no, they don't collide still. I don't recall exactly what happens but it's basically nothing approaching reality.
  6. Any chance you could change your font back to something readable? On a phone at 7am this is just impossible to comprehend.
  7. Just beware. Rescue missions are harder than the mission you're rescuing the Kerbals from. They require a lot more care in landing.
  8. I've never been to r/ksp so cannot give an opinion.
  9. I will admit that was posted in haste and was more directed than it could have been, but I really don't think I'd want a KSP with no way to pick and choose my options. The first couple hundred hours of KSP I played the way the devs wanted me to play. The remaining thousands were the way I wanted to play.
  10. It will open up a Home Town Buffet and advertise an early bird special.
  11. More KSP streaming. Hopefully I'll be doing a Gilly landing in JNSQ tonight. Or I'll screw something up. Either way should be a good time.
  12. Because if they have to code the UI to work at another graphic setting other than the correct one, it will introduce a bevy of bugs that no one will be able to fix.
  13. And that's why we're stuck with just telling you you're wrong.
  14. Not to mention the diet candy Ayds that came out just months before a certain virus was discovered. Their commercial was literally "Why take diet pills when you can enjoy Ayds?"
  15. I would look for contracts that pay out without needing much inlay of funds. Like "Test this engine on the launch pad." Those are free to do as you can test the engine without fuel and then recover the craft for 100% funds. Similarly, tests in water just make a small hopper to the nearby ocean, which you can recover for not-quite-but-almost 100% funds. A few of those and you're set. You can also take out a bail out grant but I wouldn't suggest it. Also, maybe you can do your contract with a smaller ship? if you post a picture of it and describe the contract, maybe someone here can help you strip it down to the bare minimum. Bonus: You'll be able to fly like Mark Watney.
  16. Lesson of the day: Don't name your product a Latin word. Eventually (if not already) it will be the scientific name of something terrible.
  17. I think he meant "only" and not "recently." As in, you didn't watch a sci-fi show with a wicked HUD and therefore implemented this mod. You watched a sci-fi show with a wicked HUD and therefore remembered this mod, and then adopted it.
  18. You don't. Just don't come back, it achieves the same thing. Okay never mind but for the past x years up until the last time this came up, that was the truth.
  19. I don't know if I should weep for Corona, or Humanity. I think I'll weep for both just to be safe.
  20. I have (finally) upgraded the Ventral Drill to 1.9.1, and this is a bigger update than normal. I added a requirement for Module Manager (which we probably all have installed anyway) and now the Ventral Drill automatically copies all relevant stats and modules from the stock game. This means not only less work for me (yay! ) but also more likelihood that future versions of KSP will "just work" with the Ventral Drill. Download et al on the top post. CKAN whenever they get around do it (aka don't bug me about it I did my part)
  21. Huh. I never copied that in my other lines (I just flat out missed it) and it works. At least, it doesn't throw up an error. I'll give it a try though. That was exactly it. Thanks! Specifically, it had to be: @module[ModuleResourceHarvester] = #$@PART[RadialDrill]/module[ModuleResourceHarvester]$ I changed the @ at the start to & and was able to totally remove the block from the config, too. So that's even better.
  22. I remember running that screen saver back in the early aughts. Frankly I'm a bit surprised to learn it was still running. Naw, they'll go into making bitcoins or making explosions prettier in video games, or decoding streaming video.
  23. Here's a blast from the past. I'm going through my config that used this (again, thanks it worked perfectly) and was wondering, I also (manually right now) copy some modules directly from one part to another because I could never figure out how to copy them in code, either directly or even the values within. I'm updating my VentralDrill mod so I'll give one of the actual modules as an example. In the stock RadialDrill.cfg there is a module: MODULE { name = ModuleResourceHarvester HarvesterType = 0 Efficiency = 1.5 ResourceName = Ore } (there's more than that but for the example I don't need the whole thing) Up until now, I've opened the file and verified there were no changes through versions, and then copied the module or the changed parameters if there were any into my VentralDrill.cfg file. I would like to instead do this with ModuleManager in the same way I've changed the top-level parameters. But I can't figure out how and (as is typical for me) I cannot find it in the documentation. I tried these two things: @ModuleResourceHarvester = #$@PART[RadialDrill]/ModuleResourceHarvester ...and when that didn't work... @module[ModuleResourceHarvester] { HarvesterType = #$@PART[RadialDrill]/ModuleResourceHarvester/HarvesterType ...(etc for the rest) } As they were guesses I didn't really expect them to work, and my expectations were met fully. I'd rather copy the module directly so if the parameters within change, those changes will just be copied along with the entire module. But at this point I'll take what I can get
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