-
Posts
15,689 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Superfluous J
-
The No Contract Career Challenge
Superfluous J replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
That sounds ghastly. I can't wait to see how you fare on this but as for me... no way! That's crazy. Of course you need to ignore this challenge's win condition as it's diametrically opposed to the caveman restrictions. -
The No Contract Career Challenge
Superfluous J replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
@Kergarin welcome back! I'll watch your vid as soon as I can though it may be a day or two. Wow this thread went over a year with no replies... -
Very very long start
Superfluous J replied to Dan766's topic in KSP1 Technical Support (PC, modded installs)
We are literally unable to help you unless you follow the instructions in the link above. And now below. -
delta-v per stage information and rcs
Superfluous J replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
It looks like you are draining the side tanks first via crossfeed-enabled decouplers. The problem here is YOU know you want to decouple those as soon as the side tanks are empty, but the game assumes you will not decouple them until their entire available fuel supply is gone. Because they can still run on the fuel from the center tank, the engines will still run until that entire booster stage is out of fuel. To get around this, I've used fuel ducts in the past. Turn off crossfeed, put fuel ducts on the side tanks going into the inner tank, and then your dV values will be correct. Once you've finished your ship, delete the fuel ducts and turn on crossfeed again on the decouplers. The values will go back to being "wrong" but you'll know the ship will get the job done because you saw the numbers that matched your staging plan. Too bad there's not a way in the game to tell the staging system when you'll stage something in these situations, but I for one can't think of a good one. -
I never ever leave debris in a stable orbit. If for some reason I MUST do it (say a collision that leaves debris or I realize I won't have enough fuel to finish the misison/get home without dropping something NOW as opposed to when it's on a collision course with an SOI or world) then my #1 priority from that point on is deorbiting that debris. This goes so far that I won't rescue Kerbals until I have a KLAW, lest I am forced to leave their pod in orbit.
-
Which feature of KSP 2 attracts you the most?
Superfluous J replied to Xd the great's topic in Prelaunch KSP2 Discussion
The closest to mine is "New Planets/Solar Systems" so I picked that. But what I'm really most jazzed about is axial tilt and the potential to easily modify systems without the need for mods. I'm hoping we can edit planetary systems in KSP2 as easily as we can edit parts in KSP1. -
I don't know how postimg.cc works but if it's like Imgur, you could just link to the album there. Or, post the pics in spoilers so they'll only take up room if they're expanded. For Jool, did you have a single mothership with a lander (or several landers) that went everywhere and stayed in orbit? Or did you do like I did and have one mothership that got the whole setup to Jool (Tylo actually for me) and then from there sent smaller orbiter/lander combinations to each moon? If it's the latter, then yes I'd like to see the lander and orbiter docked around the target world in all 5 cases. If it's the former, then sure, showing that they're docking one time is enough, and if both ships are present in the same screen shot (docked together) on each world and then coming home, that's fine.
-
I have 2 thoughts for you. I've done both and both have worked. Mods. Install mods that get around the drudgery. In particular, I find ForScience a lifesaver. I don't think I'll ever manually collect science again. Quit. I know it sounds harsh but maybe you're sick of the game? Play other games. I'm doing that right now. Game Pass for Windows Beta is $1 and you can play hundreds of games. I just started Talos Principle and if you liked Portal's puzzles you're in for a good time. Or if you're like me you have a crazy backlog on Steam from sales and Humble Bundles. Go play those. Factorio just released Beta 0.18 and it's a solid game.
-
Should there be DLCs in KSP2?
Superfluous J replied to DunaManiac's topic in Prelaunch KSP2 Discussion
Yeah I was only perusing the thread so missed all that when I replied last. However I can't really agree on that one either. Plenty of games monetize without DRM and without selling skin packs for inflated prices. Plenty do, of course, but plenty do not. KSP1, for example, is continuing their revenue stream with part packs (and some other stuff) that seem to be selling okay. I suspect you're correct there about no DRM on single player, though I don't think it's strictly necessary or evil or bla bla bla. And KSP1 has kept a team of programmers working for nearly a decade now all by itself so I expect it's done better than most games out there. I'm not convinced that multiplayer will have DRM, and I'm not convinced that if it does have DRM that it will impede mods in any way. Elite Dangerous and KSP2 are totally different games in totally different genres. You can't say that something that worked in one will work in another, and you surely can't say that it's required for success in another genre. I do not deny that they might try it, but if they do they will be making a mistake because that kind of thing isn't right for a game like KSP. -
@noname_hero Your Mohollo entry saved your Eelollo entry because you basically used the same craft, and had to redock on Moho to get home proving that the craft was capable of redocking. I think you had to on Eeloo anyway to get fuel for the ride home, but I'd still have preferred a picture with the orbiter and lander docked. I'm checking out Dunpollo now. @noname_hero When you do Jool, make sure you get a screenshot of every lander+orbiter in orbit before and after landing. I'm giving you Dunpollo even though you didn't do it for Duna, your Ike shot implied it. Be more thorough on Jool though as it's far more complex.
-
Should there be DLCs in KSP2?
Superfluous J replied to DunaManiac's topic in Prelaunch KSP2 Discussion
In Elite, even "single player" needs the server. And you need THAT server. Not a server, THEIR server. If either of those things is true for KSP2 I will be so surprised I can't find the words. I will also not buy it. -
If No Man's Sky's infinitely variable planets are any indication of the state of the art of procedural planet generation then no, I would prefer dozens of hand crafted worlds to billions of the same thing over and over with a different palate and land masses in different spots. In fact I wouldn't want them sullying the actual game content either, so wouldn't want them in addition to good planets either. Make it a DLC for sure, so I can not get it and therefore not have to see them.
-
[Pre-1.9] So what's the point of Skiff?
Superfluous J replied to Jestersage's topic in KSP1 Discussion
This is the primary reason I've used them. In fact, needing one of an engine instead of 2 (or worse less than 1) of another is the primary reason I choose any given engine. Though I do miss the days when something like 40 Sparks had better stats than 1 Mainsail -
Should there be DLCs in KSP2?
Superfluous J replied to DunaManiac's topic in Prelaunch KSP2 Discussion
One server where everybody plays and you simply can not play offline? I cannot think of something offhand that I think is less likely than that. -
Making Minmus more challenging
Superfluous J replied to desert's topic in KSP1 Suggestions & Development Discussion
I don't. I also don't do correction burns. Neither is really necessary with a 6 degree tilt and no time limit. I just aim myself to meet Minmus at the next AN/DN and then burn either a little more or less than normal to meet it when it's there. If it was tilted 30 degrees this would be less attractive, though I'd have to actually try it to see if it was unattractive enough to actually launch into the correct inclined orbit. -
Making Minmus more challenging
Superfluous J replied to desert's topic in KSP1 Suggestions & Development Discussion
I can't recall the last time I used nukes to go to Duna. -
Considering no one from Star Theory has said how many moons either planet has, I'd be a bit leery assuming any random wordpress blog page has anything nearing correct information on it, even if they used the word "kerbal" in the string they used when they signed up for their free page.
-
So you wouldn't use 1.8.2 anyway Flippancy aside I do see your point. However I don't know exactly what Squad should do about it. I personally just use the newest version at all times and if my favorite mods haven't updated, too bad I'll live without them. Others refuse to play without certain mods and won't update until all of their mods are updated. Still others won't update for other reasons. It's fragmenting the community and while that's a bad thing (tm) it's also unavoidable at this point. About all Squad could do is just stop updating the game so we can be sure there will be no further changes, but that also means no minor version tweaks like people seem to want 1.8.2 for.
-
What have you been playing recently? (Other than KSP)
Superfluous J replied to a topic in The Lounge
Factorio Beta 0.18 just dropped. So I've been playing that to the exclusion of all else. -
I'm pretty sure anything they'd have put in 1.8.2 will go into 1.9.
-
If you've axing Uranus for Neptune at least have the decency of tilting the new Neptune about 90 degrees.
-
Should there be a thread of the decade?
Superfluous J replied to Lithobrake's topic in KSP1 Discussion
Not until 2100 ...3000 ...1,000,000,000 -
Generally things are more difficult if you do them, as opposed to thinking about them. The big problem with story modding is most modders mod for themselves (I do) and most people won't get much fun from playing their own story (I wouldn't).