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KSP2 Release Notes
Everything posted by Superfluous J
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Because it's on the INTERNET.
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They're for whatever you want to use them for. If you prefer that, great. But others prefer planning and executing as close to the plan as possible. It's just that different people like different things. One of the plusses of KSP is that both types are rewarded. I can do it for a couple hundred Kerbucks. That's cheap compared to the million+ I've spent on a Jool mission.
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Also nobody in Mexico owns KSP. They haven't for years. They sold it to Take Two for what I assume were both very good reasons and very good money. If you sold your car years ago and then someone crashed it, would you scream that they crashed your car? From reading this thread... all of them. At least the ones you think are bad ones. I won't dispute that the company changed names, tried to make a game that didn't get funded, and is now making KSP. The rest is... well... I'm supposed to remain positive and not say bad things. *serenity now*
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How did they [snip] $1.4 million dollars if projections showed they would not raise $1.4 million? And where did Jack get the rope to tie those tortoises together?
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You don't. It's the basic question of economics. Is it worth what they're charging? If yes, buy it. If no, don't. If it's worth it for enough people, they priced it correctly. If it's not, they didn't. As a niche product with a small but eager fan base, I expect they priced it correctly.
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I do this fairly frequently. I do the starter probe thing that @Signo suggested, but launch my gravity turn to match its ejection. It will take a few tries but after you get it a couple times you'll get a feel for it and future launches will be much easier. Like everything in KSP. And leave that probe in orbit. You can use it to pre-plan all future ejections.
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Sattelite contract?
Superfluous J replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
The Materials Bay is the Science Jr. They don't call it that because... well no good reason really. As to the orbit, hover over your An and Dn markers and make sure they don't say 180. If they do, you're going backwards. I'm also suspecting this is the case because the contract states the inclination is 180. If you launched "normally" (to the East) then you're for sure going backwards. You likely don't have the dV to fix it, but you'll have to launch a new satellite with a Science Jr on it anyway. Two things: Check your vessel on the launch pad. Make sure everything is checked except the orbit to make sure you will complete the contract once the orbit is achieved. Orbit lines have motion on them, showing you what way you want to be going. -
Lines/Dividers On KER Flight Engineer
Superfluous J replied to The Flying Kerbal's topic in KSP1 Mods Discussions
It's just an entry in the list. Like adding a dv line. I think it's in general. -
Ten Parts Roket To Orbit And Back
Superfluous J replied to ffx's topic in KSP1 Challenges & Mission ideas
You may want to rethink the difficulty of your challenge. I don't think you meant to forbid a craft like this, but actually it's an SSTO (and more). -
You can, but that in no way implies that KSP2 for Windows will run on Linux. You can't just throw any old Windows program on your Linux box, tell Steam to run it, and have it suddenly work.
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My most wanted feature: Free Rotation on EVA
Superfluous J replied to Doctor_E's topic in Prelaunch KSP2 Discussion
If you hit V it will change the camera orientation, and your Kerbal will then align to that. I use this any time they're at that perfect "90 degrees from what I want" angle that keeps them from being able to do something (usually, get on a ladder). If you want to position them perfectly for a screen shot or something though... this probably wouldn't work. -
Science junior overheating on reentry
Superfluous J replied to Klapaucius's topic in KSP1 Gameplay Questions and Tutorials
They are *HARD* to get down without putting them in a service bay. I personally don't bother. Instead, get your Kerbal out of the pod and right click the Science Jr and take the data. Then get back in your pod and the data will be in the pod. Then you won't care that it explodes. You'll get an error that you can't reuse it, but you weren't going to anyway. If you bring a scientist, he can reset it and then you can use it over and over, taking the data and storing it in your command pod each time. -
How do you keep it from hitting Gilly again at Pe? I can't watch videos right now.
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Thanks @Talavar for quoting this, I missed it back on September 2 for some reason. It is a very interesting idea. They could list a 2nd world as the binary of a world. So for Rask there would be BINARY=Rusk somewhere in the definition. If that BINARY is defined, a constant acceleration is applied to your craft in the same way that they do the constant acceleration in time warp, only it will be equal in direction and amount to the pull felt by that other world. Though it would suffer from degridation of quality based on simulation step size. And it probably wouldn't work when still in the pair's SOI but far from each, unless one world was set as the primary and had an SOI large enough to contain both worlds' actual SOIs. But still, an interesting idea nonetheless.
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Someone broke something. They're working on it. That's why I used "...etc" (This time it was actually the green one)
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I'm hoping they do in KSP2 what I always wanted in KSP1, a one-mode-to-rule-them-all where you can tick on and off checkboxes. (This is what I'd want for KSP1. Modify as necessary for any changes made in KSP2) [ ] - Money + Contracts [ ] - Science + Tech Tree [ ] - Strategies ...etc Then have section for costs. Buildings cost [Cash|Science|Reputation] to unlock, with a [_____] multiplier. Kerbals cost [Cash|Science|Reputation] per hire [__________] + [___________] per Kerbal already hired. ...etc Basically unchecking everything is Sandbox. Checking everything is Career. Checking specific ones is Science mode. Then you also have hundreds of other custom modes depending on what you want.
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Bad bad piloting skills for landing
Superfluous J replied to MPDerksen's topic in KSP1 Gameplay Questions and Tutorials
Hear, hear. I use Better Burn Time for this - and everything else it gives like rendezvous burns. Then I do a combo of low-altitude stop-and-drop, on and angle suicide burns, and after doing it so many times just having a decent feel for it. I can pretty reliably land close enough to anything to knock the solar panels off if I'm not careful, without using more than 10-20% more fuel than the dV charts. -
They didn't. They had it on several off-center and very skewed screens during a video showing the developers developing. But you did see that I misspoke. I think the UI should be dead. solid. last. Along with the music and voice overs. Some time between finishing all the guts of the game and release. I meant to say "After you're done coding the meat of the game." or, maybe to shorten that "after main development" when I instead said "(not) before they release the game." I apologize. The important thing is, while nobody (here) can say that what we saw will NOT be the final UI, we have absolutely no reason to think that it WILL.
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KSP1 Navball: Finished product. KSP2 navball: Unfinished product. Because it's an unfinished product. They don't want to make the same mistake KSP1 did and put a ton of work into the UI before they release the game. Also, from the first comment on the Youtube video:
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Going to Jool and Duna (And Eve and Moho and Eeloo and even Dres) and doing things there (like say setting up colonies and constructing interstellar ships) is what maintains interest during career. Contracts, science points, and even strategies are there to facilitate that. Or, well, get in your way so you're not just playing Sandbox.