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Superfluous J

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Everything posted by Superfluous J

  1. Shouldn't matter. It's worked like that from when science containers were introduced.
  2. What a wonderful offer, OP. I assume you are offering to make lots of mods for 1.3, and not requiring it of others.
  3. You can do them all in one patch or in separate patches, whichever is easier for you to maintain/understand. In theory you could take every mm config you use and put them all in one huge file instead of separate. I don't suggest it though!
  4. Then yes you can scan the trees. I do not believe all trees are scannable. If you can walk through them they're not the right tree.
  5. Its high in the tech tree. Look in the nodes in the lower right. I don't recall for sure but I think it costs 550.
  6. They only explains why they hid for so long between fights.
  7. In the craft is fine. I actually asked when they did it what would happen if you had a craft in orbit but passing within 2.2km if those Kerbals would get it as well. Sadly they won't. The reasoning was it's kinda cheating because they're not landed. The whole idea is, everybody DID go out and plant their own flag, you just didn't have to do all the clicky work. My reasoning was, holy cow that would be cool and you should be rewarded for it. But they didn't listen to me
  8. Now all we need is to teach an AI to build the redstone contraption that flies a rocket.
  9. BSG, easy. Pick which version. In the original, it was because Baltar was evil. In the reboot, it was because ... uh ... I don't even think they knew why they were doing it. "They [The Cylons] have a plan." Yeah sure keep saying that it may become true.
  10. Gilly's harder to get to because getting encounter markers can be a huge pain. The hardest part about landing on Eve is not exploding when you hit the atmosphere... which wasn't even a thing when the XP gains were introduced to the game. Back then, you could come in from Jool sideways and hit Eve at 10km/s and just slow down to a landing. If you had enough big light parts on your ship (or didn't mind losing the stuff at the bottom of the craft) you didn't even need parachutes.
  11. This is not true. You may have been mislead by a little QOL feature of the game: If someone plants a flag, all Kerbals currently landed in physics range get the flag planting XP. My personal favorite "Level 3 training cruise" is to launch into LKO, then plot a course that flies by Mun and ejects EVER SO SLIGHTLY into Sun orbit. Then once in Sun orbit burn back to Kerbin orbit, down to Minmus, where you land and plant a flag. This gives 16.25 XP so upon returning to Kerbin (or a lab for a manual leveling up) everybody on the ship will be level 3 (which requires at least 16 XP).
  12. Oh! I misread what your configs were doing. Quite clever. I take back what I said and will abscond with these configs posthaste. Thank you.
  13. I installed JNSQ as-is except I just didn't install RR. My Minmus mining base is chugging along just fine with the stock drills after scanning for ore with the stock scanner.
  14. Yes and I got a mod to move it, but you saw it before they did I considered doing it that way, but figured it was about the same amount of work as renaming the Restock files each update.
  15. First off, this thread is effectively dead. Squad's not doing challenges anymore. The last weekly challenge was almost a year ago and the person doing them doesn't work for Squad anymore. Secondly, I do this by accident all the time.
  16. Now that we have things that work while on rails (the new Breaking Ground science doodads trigger all the time, and the seismometer works even if both it and the crashing vessel are on rails) I hope they'll make ISRU work on rails. I know that it kind of works now, but I want it to actually work, so I don't need 6 hours of buffer on my mining base. Granted this may not be a "small change" but I'd still like it
  17. Like @Geonovast says, you're going the wrong way. "How do they know where I'm going?" If you hover over the An/Dn markers, I bet they say 180, or 179.9 or something like that. That's how you know you're going the wrong way. Also, the target orbit has a comet-trail looking thing that goes around in the direction you're supposed to be going. You may not have the fuel to fix it, though if you're going to make this mistake Minmus is one of the best places to be. As your orbital velocity is only 62m/s, it will only take 124m/s to flip your orbit 180 degrees (62 to slow down to 0, 62 to speed up to orbital velocity in the other direction).
  18. I just picked up Return to Castle Wolfenstein (and Wolf3d just for funsies though I'll probably never play it. It added $1.50 to the cost of Return, for a total of $3) and the two newer Wolfenstein games, The New Order and The Old Blood. I've always wanted to play them but never got around to it and they were just so cheap during the Steam Summer Sale. Then maybe next year I'll pick up Wolf 2, if I get through them all. The original Wolf 3D is the first game I completed on what we called IBM Clones back then.
  19. I don't recall it being on an island per-se. But I got the impression that the entire place was hand-crafted. I imagine the river starts just outside the enclosed park area where a pump is pulling it from the bottom of the river.
  20. I use ForScience and it works fine in 1.7.1. I'm not upgraded to the newest KSP yet because of Kopernicus but I've not heard anything broke there either.
  21. I've not been able to find this anywhere. The wiki shows how to disable part of ReStock so you can enable your mod's parts instead, but how would I go about it for stock parts? In particular, I prefer the stock science parts over those in ReStock. I can (and currently do) manually disable them by renaming the ReStock science part files (and whitelisting the stock model files) but how would I do it in a ModuleManager config, so when ReStock 0.8 drops I don't have to do any extra work? I like not doing extra work. The part that's tripping me up is, Restock drops the stock part so I'd have to reload that stock part, which also could change between versions. As I've no control (in my separate modulemanager file) over either, how would I go about reloading the stock part that was dropped, or keeping ReStock from not dropping it in the first place?
  22. The problem is, there is no random breakage in the game and no wear and tear, so there would be no penalty for over-throttling. As the game stands now, allowing over-throttling engines would be tantamount to giving Spinal Tap an amp that goes up to 11. Now if those were implemented, or maybe you use 10% more fuel for every 1% more you over-throttle (I have no idea if that's even realistic but there has to be a down side) then they could revisit this. Though I like that find @zer0Kerbal. Giving it as a bonus to pilots is a nice way to buff a class whose utility tends to decline over time.
  23. Craft in KSP are in a tree structure. Every part is connected to one other part, until you trace back to the root part. This means there is no such thing as an attached square made of 4 parts. It can look like a square, but one of the 4 vertexes will be not connected and when put under any stress (like say gravity) they will flex apart. You can (and we all do) get around this with struts, or with autostruts. As far as mount points, you do not need to use them with many parts. When placing a part, if you put your mouse cursor on the side of the already placed part, most parts (including structural parts) will radially attach. Try it with say a fuel tank and a girder. Place the tank, then select the girder and put your mouse cursor (not the girder) against the tank. Then click. Any more assistance will likely require a picture of what you're doing.
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