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Everything posted by Superfluous J
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When you go to the toilet, but your game is still running...
Superfluous J replied to Triop's topic in KSP1 Discussion
This, plus the concept of doing something in the game that required multiple minutes, such as ...I would just not do it. No thanks no how. If it doesn't require my input for more than about 10 seconds and I can't time warp through it, I'm not going to do it. I'd rather play another game that I can actually interact with. -
11 km/s with 30 updates per second (is that even typical?) means you travel 366* meters every tick. If your ship is 10 meters wide, that means you only occupy about 3 percent of the space you travel through. Now if you orbit long enough (or the ring particles are thickly distributed enough) you'll eventually hit something, but it may take a while and you'll pass through about 97% of the ones you "should" hit. *366 2/3 actually. Just to keep lgg from correcting me
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What you should know by now (and you don't)
Superfluous J replied to Fierce Wolf's topic in KSP1 Discussion
Other than "no seriously double check that you have antennas, solar panels, rcs, and batteries. Now check again" there is nothing that I feel I should know but don't. Amusingly that's one of the reasons I don't play much anymore. -
My savefiles... gone..
Superfluous J replied to Vakarian's topic in KSP1 Technical Support (PC, unmodded installs)
Nothing in the game would delete your save files. If you remember the name of the save, search your entire computer for a directory with that exact name. If you don't remember the exact name (spaces and all) try searching the entire computer for "persistent.sfs" and see if you find it that way. Maybe you somehow had it installed in a nonstandard directory, or are now installed in a different directory than you used to have. Also, anything so important that losing it would cause you distress, back it up. And back up the back ups. -
Intake fans atop a flying saucer
Superfluous J replied to Spacescifi's topic in Science & Spaceflight
As a side note, do not use the Millennium Falcon or the cover of any science fiction novel as a reference for what is reasonable in real life. -
Unless they specifically code for it, you'll pass right through without ever touching them.
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Yup, that's what I want. Basically what I'd like is, any mod that doesn't do anything itself but just allows you to write configs to modify things in the game... should be in the game. If the only mod you install is ModuleManager, or Kopernicus, or Contract Configurator*, then the game is going to basically run exactly the same as stock with no real changes. But what they allow are some of the most powerful changes possible in modding. I want that to be a stock function. *CC actually does change the stock game in small but visible ways, but its main use is still to enable contract packs.
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Funny you say that, because I watched (I think) the entire first season even though the story bored me to a ridiculous degree, and now a couple years later I can't bear to go through it again nor can I continue on to season 2 because I found it not only boring but easily forgotten. The only thing I remember is Randy Random from Rimworld is a cop on Ceres and there were some people on a spaceship that got captured by some other people on another spaceship.
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Add a fifth fundemental force
Superfluous J replied to coyotesfrontier's topic in Science & Spaceflight
Love. It moves a the speed of thought and can overcome every other force. yes I'm joking. -
which parts of KSP1 aero do we want to keep?
Superfluous J replied to OHara's topic in Prelaunch KSP2 Discussion
I really don't mind the aerodynamics we have now. It helps that I see very little utility in planes because I'm always busy making rockets. So long as any changes they make don't affect maximum part count before lag, I'll welcome any change that people think makes it more realistic. -
Certain things that need mods for now, I hope will be able to be changed in config files, mostly with whatever Module Nanager type thing we have. For example, I'd be happy if we didn't need Kopernicus, Contract Configuraror, or Kerbal Konstructs. I'd also like to not need Module Manager.
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I think you're on to something here... I could do this in KSP. All my missions are manually controlled and I nail landings to the meter pretty often. Every time when I can quickload/save. I could totally see the "Sarnus EVA Rendezvous Challenge" here. Totally simple assuming pre-1.0 physics. Conclusion: This movie occurs in the Kerbal universe, complete with quicksave and quickload.
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We're getting off topic but for Rask and Rusk, they better not do co-orbiting worlds. There are many downsides to it, including that their quasi-orbital quasi-period around each other must equal their orbital period around their mutual parent. Two worlds so closely intertwined would look ridiculous sitting still basically not orbiting (for all intents). I'm holding hope, the interview with Das Valdez at least implied they were considering n-body for just R&R, and someone brought up a very doable (in my mind at least, I'm not a programmer) solution involving the fact that you will be able to accelerate while on rails means they could - while in the Rask/Rusk combined SOI, get a normal on-rails orbit for one world while also getting accelerated toward the other as if it had an engine running at just the right amount.
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Late, I assume, as in the late DentArthrurDent.
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I use the new Maneuver Mode editor in the lower left. Here's the Squad blog post on it: https://kerbaldevteam.tumblr.com/post/184089345124/kerbal-space-program-17-room-to-maneuver-is Before that I used PreciseNode. Both allow you to edit the maneuver node without it being on the screen, so you can pay attention to your target instead of the node itself.
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totm march 2020 So what song is stuck in your head today?
Superfluous J replied to SmileyTRex's topic in The Lounge
This is the song that plays when you fight one of the second-level bosses. -
For the same reason you put the fulcrum of a teeter-totter in the middle of the board. It's cheaper to change the location of your encounter at the midpoint. This is what Maneuver nodes are for. I've played for who-knows-how-many-thousands-of-hours and I don't actually know what to do. I just move the tuggies on the nodes and alternate between them, only going the direction that gets me closer. When that stops getting me closer, I move to another node. Nuclear engines are not necessary at all. I frequently don't even use them for Moho. You'll have more accuracy with your ejection burn if you use chemical rockets because the burn will be over faster, so will be closer to the projected "0-second" maneuver node. Nailing a transfer window even remotely well is hard without mods. I suggest Transfer Window Planner to both get the correct times and also get information about WHY they're the correct times. KAC gives you dates but doesn't explain why, as does Astrogator (my personal choice but I already know about when to burn, I'm just lazy). You CAN figure it out in stock but there are no real tools, you just have to work it out and I personally don't like to do math when video gaming.
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I thought maybe the forum was undergoing a Prison Architect type of game, and the governor called and said they're running an experiment on forum likes, and they had to disable them for a week or something. I fully expect next week they'll be back and we'll have twice as many likes for a week. That's how it always works. Unless it's like weights benches then no extras when they come back.
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Ten Parts Roket To Orbit And Back
Superfluous J replied to ffx's topic in KSP1 Challenges & Mission ideas
Then put a decopuler under the "3 parts to multiple planets" and decouple it on launch. Now you have a 2-stage-to-orbit. Making an SSTO is (supposed to be but really isn't all that) hard. Making one into a non-SSTO is trivial.