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Superfluous J

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Everything posted by Superfluous J

  1. For the same reason 99% of all blogs ever created still exist: It's easier to make something you want to post to, than it is to post to it or take it down.
  2. @cantab I finally got through Drespollo. Awesome ship but yeah, I could never stand such a low TWR. I'll go under 1 but not by much. Were those Periapsis kicks done in atmo? That looks like shock heating on the craft there. In any case, check that bad boy off
  3. The only thing he didn't do is ask for permission. Which is a reasonable thing to desire in polite society. Laws keep you from being a total jerk to everybody but you can still choose to be extra cordial in order to not be a jerk to anybody. For the record, I agree that if your license says your work can be copied then you have no grounds to complain when someone copies your work. In fact, you should LIKE that the people are following the license you chose. But still how does it hurt to mention to someone whose work you like so much to copy it, if they'd mind if you copy it? With that in mind, remember that the moderators in this forum are not here to enforce copyright laws. They're here to make sure we're not all jerks to each other (among other things of course). I don't recall R-T-B's situation in particular so don't know what was copied, why, how, or who got mad and why, or what happened afterward. I do know though that one particular forum member has copied DOZENS if not over a hundred mods from people and to my knowledge has never had to take one down due to some violation. I also know that when he offered to take my mod, he was polite and when I said no, accepted that no and moved on. When later I realized that yes, I would like someone who knows what they're doing to make my mod better I went back to him with a yes and he graciously accepted that as well. It was a pleasant experience and nobody had to get mad at anybody else. I also know for a fact that (at least the last time I did it, some time before Ap info was available in flight) finding the latest KER has been a pain for YEARS because the newest one was always somewhere on the last 5 pages of a quickly moving thread, as if that's better than someone stepping forward and actually taking over the code base officially. I mean, it's obviously okay to re-do it as the R stands for "redux." Just name it KERR and make everybody's life easier. </soapbox> Oh and to make sure I'm on topic... Yes copyright law is ridiculous. But most laws are ridiculous when you get right down to it. The only thing you can shoot legally from a moving car in California is a whale, for Jool's sake.
  4. I have no personal problem with clipping, as rockets are all about mass not physical size (except in atmosphere which I assume you're doing). But they make me all squeegy. Is it to look cool or to get through the atmosphere?
  5. The nodes of a planet or craft is where your orbital plane crosses theirs and actually doesn't match the planet's equator inherently. Most planets in KSP have low orbital tilt, so the equator does match the orbital plane in many cases, but Minmus is not one of those cases. To get a perfectly equatorial orbit in the stock game, I can only think of 3 ways: Cheat something into an equatorial orbit of Minmus. Accept a contract to put a satellite into an equatorial orbit of Minmus. Accept a contract to rescue someone or something from an equatorial orbit of Minmus. Any of those will give you a reference orbit you can then match with your craft that you want to be equatorial. There is another option: eyeball it and accept that if you can't tell the difference it doesn't matter
  6. Yeah and I can teleport into orbit but where's the fun in that?
  7. I'd ask "ARE YOU A WIZARD!?" But we all know the answer to that is "Yes."
  8. I have no idea why, but if I was trying this I'd look in my log file for references to the part name, and then see if there were any errors afterward. And also any upon entering the VAB. Also, did you look in a sandbox game? Maybe they're not loading in career because of some problem with the tech tree placement.
  9. I don't recall that but maybe. Unless they gimp the UI for consoles and it hurts PC, I don't see how it makes KSP2 on PC an inherently bad idea.
  10. I use waypoint manager to mark biomes from map view.
  11. It's like alt or shift or something while clicking. I can do it without thinking but can't think of it without doing.
  12. A LKO fuel depot is not actually all that bad an idea. You can streamline your fuel lifter and get really comfortable flying it with multiple deliveries, and then you can launch your crazy Jool monstrosity with it's own fuel to get into orbit, and then refuel to head off to Jool. This combination may take more in-game time, but will be far less of a logistical nightmare and may end up taking less real-life time to achieve. The general problem I've found with fuel depots is except in specific circumstances (like a crazy Jool monstrosity) it's easier to just launch with the fuel you need in the first place. And to 2nd @Fierce Wolf a Minmus refueling base can be not only fun to set up, but use. Even if it's not strictly necessary most of the time.
  13. Yeah but KSP2 isn't an inherently bad idea.
  14. I don't play multiplayer games in general, and never play multiplayer in single player games with multiplayer tacked on.
  15. We should be getting 3-4 versions a year, or one every 3-4 months. That seems to have been (inconsistently, sure) consistent for the past several versions and I expect it to continue until development stops.
  16. If I can't note it in the name of the ship or on a flag, it's not worth writing down
  17. Not in the least. I prefer it actually I'm not one to answer general etiquette questions but I've done it and have seen others do it and no one has complained. My Kerpollo Jool 5 also won me the Jool 5 challenge. I see no reason to ban using them for fuel. It's a lot of work for the benefit so in my book that fuel is not free by any means. It does but it should not. I'll edit it at the first opportunity but for now rest assured that the runway is fine. @cantab I'll score you when I can I'm on mobile right now so it's a huge pain.
  18. This interview wasn't for us. It was for the show's audience who - as far as I can tell - are fans of current Human Spaceflight. They're not aware (or don't care if they are) that we are information starved. They just enjoyed hearing about a game in their interest sphere. Of course we still don't have any real info but this interview didn't cause that.
  19. Sorry about missing this! (Psst a pilot can collect science too you know. All they can't do is reset goo and jr experiments) Very well done! Glad the "passive sepratrons" (I'm going to steal that name) worked for you. In my experience the best reason to do what you did to return home is because Ike is where it was when you wanted to return home. It's better to hit the return window closer, and both directly leaving Ike as it's passing on the prograde side is just as good as leaving Ike backwards as it's heading retrograde to eject at Duna like you did.
  20. Squad literally cannot do this. At best one of the programmers could adopt the mod in their spare time and work on it for free - just like any other person could - and that's assuming the mod's license allows it. KER's does (the R was added when someone adopted it from its original author after all) but not every mod does. And you'll get no more guarantee of extended support that way. It's better to just use what you get, make what you need but can't get, and live with what you can't make or get from others.
  21. Also the size of your ship matters. A NERV on a small probe is actually less fuel efficient than a Spark because the NERV engines are so heavy.
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