-
Posts
15,690 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Superfluous J
-
Un-Nerf the Wolfhound. (And the Skiff)
Superfluous J replied to petlahk's topic in Making History Discussion
I understand your unhappiness. I really do. However, the Wolfhound made your spaceplane possible when no other part did for exactly the same reason that they nerfed it: It was ridiculously, unrealistically (for the Kerbal universe), gamebreakingly good. Spaceplanes really shouldn't be viable at all. That they are in any way is a bonus of the game and putting the Wolfhound (and to a lesser extend the Skiff) back in line with the other engines doesn't break spaceplanes, but instead makes them appropriately hard again. -
Mods that improve science report handling?
Superfluous J replied to Bogen's topic in KSP1 Mods Discussions
I don't know of any, and don't really see much benefit in it. I don't use the lab but I suppose it could be useful there. Generally, though, I want to either transmit or keep in a pod, and the game already allows for that pretty easily. I never want to split them up and instead just want to bring them home in whatever capsule is going home. -
Oops. I never actually meant to exclude Duna. That's why I don't like to make involved challenges 11 launches. Add Dunpollo, probably in the Eeloo-Moho area somewhere.
-
(Added Duna to the list, and now the list goes up to 11) I have always had fun doing what I call "Kerpollo." Start a Science save. Normal values for everything, and I try to go light on mods. I do allow myself ForScience because I hate collecting science. In my 1.6 save that's the only mod I have installed, at least so far. You only get 11 launches. You may never use probe cores, and each launch must have at least 1 Kerbal until you've unlocked a docking port, and then they must all have at least 2 Kerbals and at least 1 of them must stay in orbit while the other(s) land(s). Each launch must complete the goal of the launch or you must revert. Make backups because once you start docking and undocking, you can lose the ability to revert. You can revert or quickload at any time for any reason, but you MUST do it if you for some reason can't complete the mission. No rescues. Do-overs ONLY. You can send any number of vessels to the launch pad or runway, but may only lift off from the ground under rocket or jet power 10 times. In other words, science cars to farm KSC science are OK. You may only land in ONE spot on each world (except Kerbin, as you'll be landing there 11 different times). No biome-hopping and no driving or EVAing to different biomes. you can collect as much biome science from the air or space (from as many SOIs as you happen to go to) as you want, but nothing from the ground in any other biomes than the one single one you land on from each world. Each mission MUST be self-contained. No leaving fuel in orbit of Kerbin to use with another launch. This could be extra hard on one or two of the last missions but hey. Your two goals are to 1) Complete all 11 missions and 2) when done with the final launch, have the entire tech tree unlocked. You can do your launches in any order but you should probably not vary too much from: Kerpollo: Orbit Kerbin and land. Munpollo: Land on Mun, then return to Kerbin. Minpollo: Do the same for Minmus. Gilpollo: Gilly's turn Ikepollo: I like Ike. Drepollo: Dres DOES exist. Eelollo: Eeloo's pretty this time of year. Mohollo: Mahalo for doing Mohollo! Dunpollo: Our first air world and our first return to a previous location. Evollo: This one could be #11, but it's nice to end on the grand finale: Joolollo: A Jool-5, any way you'd like but you must land someone on each moon and also return them all to Kerbin. The practical upshot of this whole endeavor is that when you complete it, you'll be able to say you've literally been everywhere in the Kerbin system and returned successfully. I put a lot of work into this. Maybe I should make it a challenge.
-
Sorry. To 100% truthfully answer the question. No. KSP is a single player game and nothing you do in it is cheating, from installing MechJeb to saving it to a CD and using 4 of them to make a real-life Mun rover. The only way it would be cheating is if you're doing a challenge and the challenge said not to use MechJeb. Many do, but many also do not, and many more say it's totally fine.
-
But is Chatterer cheating? I mean, I've never used it but my best friend's sister's boyfriend's brother's girlfriend heard from this guy who knows this kid who's going with the girl who says that they tell you how to fly your ship.
-
I loaded Stock KSP for the first time on my new laptop when getting 1.6. Not sure if it's 1.6 or the fact that I'm not loading a ton of mods, but man it loaded fast.
- 300 replies
-
- release notes
- discussion
- (and 3 more)
-
I know nothing about Macs, but on Windows Zip files are just a convenient, compact way to distribute large numbers of files, or files that compact well. We never just run things from them.
- 300 replies
-
- release notes
- discussion
- (and 3 more)
-
They could always wait until after the holidays to update. Watch out don't install MechJeb you'll probably get 3 numbers. Just make sure your margins aren't paper thin and you'll be fine.
- 300 replies
-
- 1
-
-
- release notes
- discussion
- (and 3 more)
-
Their Twitter or their Twitch page? Google will find you both. I don't have the links offhand.
-
Not surprising. I wonder if he was doing anything weird.
-
KSP [was] on sale at GOG.COM for $15.99.
Superfluous J replied to Vanamonde's topic in KSP1 Discussion
I wanted to object because GoG always is way behind on updates compared to Steam or the KSP Store. But then I realized that yes, I did want to object on these grounds. -
Impossible Parts Ideas
Superfluous J replied to Xurkitree's topic in KSP1 Suggestions & Development Discussion
You can have all this and more. But phoning home your report on what the shores look like from space will drain your battery dry. -
Mod update/recompile request
Superfluous J replied to golkaidakhaana's topic in KSP1 Mods Discussions
Well yeah, the other 10% are exactly 30. And they're fine. -
Mod update/recompile request
Superfluous J replied to golkaidakhaana's topic in KSP1 Mods Discussions
In my experience 45% of those over 30 are as well. -
Well maybe someone will be kind enough to relate in this thread (or at least on this forum) what happens there for those of us who can't watch the stream.
-
Mun - Orbit and landing
Superfluous J replied to miki1234's topic in KSP1 Gameplay Questions and Tutorials
Drop a science jr and a goo. At this tech level it's too ambitious. Goos weigh as much as parachutes so offset your one chute with your one goo. -
Best KSP version for full-realism
Superfluous J replied to d_scott88's topic in KSP1 Mods Discussions
I don't know, but I know how I'd find out. I'd go to the RO thread and the RSS thread, and find out what version they're currently released for. Then I'd use that version. I also don't know about the parts mods, but those tend to be pretty version agnostic. Likely they'll just work.