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Everything posted by Superfluous J
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What have you been playing recently? (Other than KSP)
Superfluous J replied to a topic in The Lounge
I've been totally addicted to Konami Pixel Puzzle Collection on my phone. If you love picross puzzles and have an Android or IOS phone get it NOW. It's free and does not have any ads on IOS, and only image ads for Konami games on Android. It has maybe 1000 puzzles, ranging from laughably easy (for only the first 50-100) to quite challenging (I'm 40% done and each puzzle takes quite a bit of thinking). And the interface is top-notch. One of the best I've ever experienced and easily the best among free games. And if you don't know what picross puzzles are, get it and find out. they're a blast. -
[1.7.x] Science - Full Reward! (Continued)
Superfluous J replied to Tekaoh's topic in KSP1 Mod Releases
It doesn't mess anything up. Just don't use that mod, plop it in the list of mods that aren't compatible, and explain why. Bam. Your job is done and your mod is 100% functional with the mods it's compatible with. -
Or maybe they're going to incorporate the ability to attach radial parts to ships in situ. I know it's fun to read every last drop of possibility from text, but it really doesn't help all that much. What they said could be taken multiple ways. Until they confirm it, all we can do is guess.
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[1.8.x] DMagic's Modlets - Most KSP 1.8 Updates [10-29-2019]
Superfluous J replied to DMagic's topic in KSP1 Mod Releases
EVA Struts and Kerbnet Controller both seem to work just fine in 1.7.1 and Breaking Ground. I don't see a resize option in Kerbnet Controller but will fully admit I've not used it in years so don't know if that was depreciated or just I don't know how to do it I also don't know (yet) what EVA Struts do when you use robotics. I expect they just keep the robotics from working. -
Tying tech tree nodes to VAB level?
Superfluous J replied to Lucius's topic in KSP1 C# Plugin Development Help and Support
The only mod I know of that unlocks tech nodes and parts without interacting with the R&D building is Contract Configurator. I have no idea how it does it, but it does. If I were to try to do something like this, I'd start by poking around there. -
[1.7.x] Science - Full Reward! (Continued)
Superfluous J replied to Tekaoh's topic in KSP1 Mod Releases
And if you encounter such a mod you should inform the owner of the correct way to do it, and why. -
Yes that's it. I turned it on, went to a base I had on Mun, zoomed way out, and saw a couple arrows in an entire large (biome) crater. I did the same on Minmus and saw nothing. They're that rare there.
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Missing Some Surface Features?
Superfluous J replied to MechBFP's topic in Breaking Ground Discussion
Alt-f12, check the Breaking Ground section to turn on little markers. Minmus sandstone is rare. R.A.R.E. In the entire Great Flats, there were 2 in my save. Also, they are about the size of a Kerbal's (unhelmeted) head, so you can stand 20 meters away from it and miss it easily. -
Is the number -1? If so, change it to any other number. Just mash the number pad like 8964315 If the number is already like that, then you need to search harder. If you hit alt-f12 there's a section for Breaking Ground and in that a checkbox that will turn on little red arrows to point them out.
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I agree, it's a great place. Through most of 2016-2018, I was not really playing much, except to try a challenge or two here and there and to try out any new builds for an hour before putting the game away again. I still visited this site more than any other. Possibly more than all others combined.
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Good tips for orbit
Superfluous J replied to leosefcik's topic in KSP1 Gameplay Questions and Tutorials
Make sure your dV readout is for Vacuum and then click where it says the total ship's dV in the lower right of the VAB, right above the "reset" button. This will expand the dV readings of each stage. Then take a new screenshot. Also, you shouldn't need 4300 m/s to reach orbit. You should need 3300-3500. Describe your ascent profile (what angle - roughly - you're tilted over at certain milestones like velocity or altitude or your apoapsis height) and we can probably help there. Just looking at the pic, it seems you have WAY too much beef on the first stage. Those 2 SRBs along with your center engine are probably getting you 3-5x more TWR than you want at launch. You want TWR to be 1.3-1.6 at launch and I expect you may have 5 or more. I agree with @Harry Rhodan though... walk before you can run. I don't care how many hours you have in the game if you can't get to orbit consistently your ship should have ONE goal: Get to orbit. -
...and dropped. Nobody doubts it. Instead, we know it couldn't. Oh sure, it could run it, but any ship big enough to reach space would slow the console to a crawl. KSP on consoles was a bad idea. It's still a bad idea. Porting it to another console is a worse idea. Porting it to the weakest console in the current gen is a terrible idea.
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DLC Breaking Ground could be improved
Superfluous J replied to tofeur84's topic in KSP1 Suggestions & Development Discussion
Axis groups should work for engine max thrust. I want to set max thrust on one engine of an unbalanced craft so it stays going forward when I throttle up. -
Grammar rules being broken by master authors, or even everyday authors with flashes of insight, is very different from grammar rules being broken because you're too lazy to do it correctly.
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I expect it would. I'd personally try it first and then if I had a problem post in that thread. I don't use it (or anything like it) right now because money isn't ever really a problem in my games. In fact, right now in my Hard game I'm converting 50% of money and rep to science and still have too much of both the formers and not enough of the latter.
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I play modded, but don't rely on any mods. Basically for all the reasons you won't use them at all. If any mod has any issue, I just pull it and move on.
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Cannot access advanced orbital info
Superfluous J replied to Ion Forbes's topic in KSP1 Gameplay Questions and Tutorials
I've never experienced this. If you can find a repeatable way to cause it we can confirm it and get it on the bug tracker though. -
Don't worry I've not forgotten you. I've just been crazy busy and then also there's this little DLC thing that's been keeping me occupied . I got the leaderboard all updated and added the No Breaking Ground Science rule.
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That's a complaint all on its own. I disable that with as much prejudice as I can as soon as I encounter it. My muffler almost fell off once on the freeway and nobody would let me get over because they were (presumably) afraid it would fall off the rest of the way while I was in front of them. Their fears were not unfounded. When I finally did get over I found it was being held on by nothing but friction.
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[WIP][1.7.1][BG] SlaveDriver v0.1: Robotic limbs made simple.
Superfluous J replied to Snark's topic in KSP1 Mod Development
Awesome. Can't wait to playtest this. And by playtest I mean play with -
No, I mean the designer of the sign gets to pick. And they should pick based on if the sign is less confusing with or without the apostrophe. What I'm really saying is there are dos and don'ts. Or maybe that's do's and don't's. Do's and don'ts? I don't know. Anyway there are exceptions and they exist for reasons and in a language as confusing as ours following the rules blindly will get you nowhere. No where?
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Dealer's choice. To avoid ambiguity (is that multiple HGVs or a single HGVS?) I prefer the apostrophe.