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KSP2 Release Notes
Everything posted by Superfluous J
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ORLY? The main reason I don't bother with rescue missions is because they're like a box of chocolates, if each chocolate was one of the two types of chocolate you don't want.
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Why the continous developer of KSP 1 when 2 comes?
Superfluous J replied to Sav's topic in Prelaunch KSP2 Discussion
From what was reported the only things in KSP1 that won't be in KSP2 are from the DLC, and then any gameplay changes. There won't be an option to start a "Science Mode" game, for example, though from what I read you can likely get something similar. There will also likely be a vast number of parts that don't exist in KSP2 that are in KSP1, but each will have analogs. Or be useless like the Micronode I'm in the same boat. I can't see playing KSP1 much once KSP2 drops. I'll likely also drop mod support for KSP1, though my mods haven't needed any support in years. Totally agreed -
Issues I have with the release date
Superfluous J replied to War Eagle 1's topic in Prelaunch KSP2 Discussion
Considering we don't even know when KSP2 is releasing on PC, what makes you think ANYONE (including anyone from Star Theory) can even take a reasonable guess at that? -
IN YO FACE Jupiter!
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Why the continous developer of KSP 1 when 2 comes?
Superfluous J replied to Sav's topic in Prelaunch KSP2 Discussion
You may be an outlier there. But one install at a couple dozen gig? That's not really a big deal for most gamers. Heck I didn't uninstall Elite until it downloaded a totally useless (to me) 1/3 terabyte update automatically. -
Why the continous developer of KSP 1 when 2 comes?
Superfluous J replied to Sav's topic in Prelaunch KSP2 Discussion
I'm in the first camp, so anything I say should be taken as not official. Forums eat posts, especially ones that take a long time to write. If I write a post as long as yours I frequently copy it into my clipboard before submitting, in case it gets a timeout. To be nice to the people who bought the game. Also, so people buying games in the future have some hint that maybe that game will also be similarly supported. Because you own it, and can't justify spending money on the new one. You probably shouldn't, other than the fact that even a fully modded game of KSP will take up such a small footprint as to be unnoticeable. Squad is not going to update KSP1 to try to draw in KSP2 players. They'll be updating KSP1 for KSP1 players. Same thing with: Dealerships working on older model cars. Cell phone companies updating older model phones Microsoft supporting older versions of Windows, and still producing XBox 360 games. The whole point is to support the older versions of your stuff, so when someone is deciding if they want to drop $60 on your game, they can be sure it won't be tossed in the garbage heap when version N+1 comes out in a couple years. -
I know of none, however I may have a fix for you. Never tried it myself but I've tried similar. Find your persistent.sfs file, then back it up. No, seriously back it up. Twice possibly. Open it in a text editor. Notepad will do but I personally prefer Notepad++. Not word or winpad or something like that. Search for the name of your station. You can get that without destroying the station in the tracking station at KSC. You should find that name in the file on a line that looks like: name = <Your station's name> Note the line number. If you are using a civilized editor it's probably on the screen. In notepad you can get it by hitting ctrl-G and noting the number in the box already. Search again, from this very point, for "VESSEL" in all caps, without the quotes, with "match case" checked. This should jump to the next ship you have in the game. Note the line number here as well. Go back to the top and again search for your station's name. From this point, start searching for "autostrutMode = " again without the quotes. Every time you find one that says something other than "autoStrutMode = Off", change it to that. Keep doing this until you line number is bigger than the second line number you noted above. At that point, you'll be in another craft. And when something messes up, restore from one of your plethora of backups
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Why can't I start career mode?
Superfluous J replied to Jodastt's topic in KSP1 Technical Support (PC, unmodded installs)
And what's the over/under that it ended with ".ru"? -
The Upcoming Movies (and Movie Trailers) MegaThread!
Superfluous J replied to StrandedonEarth's topic in The Lounge
Which one, the Picard one? It's on Amazon so maybe you need to be logged in to see it. Dunno. I'll admit I didn't bother watching either one but I'm pretty sure it's this one: -
Any mods that improve/extend the xp system?
Superfluous J replied to paul23's topic in KSP1 Mods Discussions
I've never seen such a mod. I've seen ones that change who can do what, but never one that adds things to do. Unless you count things like EPLP which gives engineers bonus powers when building craft off-world. -
Maneuver nodes won't delete?
Superfluous J replied to strider3's topic in KSP1 Technical Support (PC, modded installs)
Kerbnet is different, it's the scanning thing. I don't know why they call it that. Communications is Commnet. I don't know what to tell you, that's what " (Control Locked) " means. Note, disabling "Require Signal For Control" does NOT disable Commnet. It makes it so if you don't have a signal, you can at least do minimal control of your probes. -
If your system is unstable adding a bunch of black holes will NOT help.
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Maneuver nodes won't delete?
Superfluous J replied to strider3's topic in KSP1 Technical Support (PC, modded installs)
This means you don't have a Kerbal on the ship and your antenna (if you have one) can't reach the KSC. To fix it you'll want some relay satellites around to bounce signals off of, or a bigger antenna on your ship. Or both -
N is "the number of" bodies. So 2-body is what we do now, N body is (generally) every major mass. The problem is, while 2-body is easily solvable in every case, N-body only works in special cases and as N gets bigger, the cases get rarer and less likely.
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Mod licensing and "etiquette"
Superfluous J replied to TiktaalikDreaming's topic in KSP1 Mods Discussions
You mean (Current Year) - (Walt Disney's Death year) + X where X is between 10 and 30. -
Low-Tech to the Mun Challenge
Superfluous J replied to FuzzyHead's topic in KSP1 Challenges & Mission ideas
I'm hoping I'll have to do neither. The Terrier (and a crazy ship) allowed me to land on Mun with about 350m/s in the tank, which means I'm about 550m/s shy of mission success. I hope I can squeeze that out of staging sequences. The ship's only 17 parts so I have plenty of wiggle room there. It's 17.945t though so I have to do all the optimizing with parts. If I can do it, that'll be 89 points from what I can tell. 2 T2 nodes = -4 points. 1 T3 node (General Rocketry) = -3 points 1 T4 node (Advanced Rocketry) = -4 points Total = -11 points. Of course I have to actually DO it.... -
Low-Tech to the Mun Challenge
Superfluous J replied to FuzzyHead's topic in KSP1 Challenges & Mission ideas
Oh yeah if you have to come back no way in 18 tons and only T1 tech. Or even T2 tech. I'm still holding out hope that I can do it without upgrading any buildings. Maybe the Terrier is all I need. One trick if you don't know it, you can put a decoupler on the bottom of your engine, set it to allow crossfeed, and radially attach tanks to the decoupler. The engine will fire through the ring and the fuel will transfer from those tanks to the engine, then you can drop them. -
What fictional alien concepts interest you most and why?
Superfluous J replied to Spacescifi's topic in The Lounge
Yendwed! I loved that book. -
Low-Tech to the Mun Challenge
Superfluous J replied to FuzzyHead's topic in KSP1 Challenges & Mission ideas
I've confirmed that I can't do it for 96 points. I'm trying to determine now if it's better to allow more parts by unlocking a very expensive building upgrade, or make my parts bigger and more versatile by unlocking some more tech nodes. Oh wait. So they don't have to come home? Okay I may be able to do it for 96 points. Hold on. ...you may release your hold. I can't do it. I can't eke out the ~5200 necessary m/s for a perfect Mun landing (3400 to orbit, 900 to Mun, 900 to land) with 30 parts when all I have for fuel is the FL-T100 and all I have for propulsion is the Swivel or some Fleas (The Hammer's too heavy from what I can tell to be useful. The Fleas can only help to overcome gravity at the very start) I did get a ship that can just enter Mun orbit but I'm about 500m/s shy of being able to land. I'm not sure what if anything from the next tier of tech will actually help me as I'm not only at the 30-part limit but also scraping the 18-ton limit. I can lower the parts by using FL-T200s but they weigh the same as two 100s. And I don't think the Reliant's better ISP and lower weight is enough, even before considering what it'd be like to get this lumbering mess of a craft into orbit WITHOUT the gimballing from the Swivel. I'm'a keep trying. -
Low-Tech to the Mun Challenge
Superfluous J replied to FuzzyHead's topic in KSP1 Challenges & Mission ideas
Of course (I assume). Though you'll lose a lot of challenge points buying all the tech nodes to unlock that chair. No because the chair is too high in the tech tree. -
Low-Tech to the Mun Challenge
Superfluous J replied to FuzzyHead's topic in KSP1 Challenges & Mission ideas
Interesting twist on the Caveman idea. I may try this a bit later, in my head I can do it for 96 if I can keep the rocket under 18 tons. -
What fictional alien concepts interest you most and why?
Superfluous J replied to Spacescifi's topic in The Lounge
Nope. The only Andorians I'd seen when I wrote these guys (back in about 2004) was just having them in the background in ... TOS? I never knew what they were until probably 15 years later when I saw Enterprise. These guys were pretty much all me -
What fictional alien concepts interest you most and why?
Superfluous J replied to Spacescifi's topic in The Lounge
Drones were on par with our pets in intelligence. They didn't serve much biological purpose outside of reproduction (they were the equivalent of a catalyst, though I never explained what that meant mostly because I never worked it out in detail and here isn't the place to speculate on that kind of thing ) but are capable of the same love that the males and females feel. A typical family has all 3 genders as parents, and those 3 chose to stay together and got married and all that. I never got deep enough into the society to give the drones actual jobs and social functions, but they could form a low-level working class I suppose. During an argument, I recall one of the aliens saying to the other "quiet down, you're upsetting the drone." -
It was in one of the videos that came out right after PAX. Sadly I don't recall if someone said they heard it, or if it was from one of the developers themselves.
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What fictional alien concepts interest you most and why?
Superfluous J replied to Spacescifi's topic in The Lounge
My favorite alien race is one of my own. They had tri-lateral symmetry not only in their bodies but also in their species in that they had 3 genders, best described as men, women, and drones. Their society was entirely built up out of threes. The chief of their tribe (they were barely above subsistence level technology) had 3 people under him or her, who had 3 under them, etc down the chain as far as was needed to include every non-drone adult in the tribe. So there were 3 basic castes under the chief, and each of those had 3 variations under their leader, and each of those had 3, etc. They also flew and did not breathe out through the same hole they breathed in with, nor eat with either of those holes. And they thought it was very weird that we did all three with the same hole. But anyway.