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Everything posted by Superfluous J
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Have you let it sit and chug? Windows loves to assume you're not actually using your computer for anything and deciding what's best for you is to install some massive update.
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‘Feature Complete’?
Superfluous J replied to Stephen10188's topic in KSP1 Suggestions & Development Discussion
Which I think is safe to say they've done in the past. The stock comms is not RemoteTech. The fairings aren't ProcFairings. The "new" atmo isn't Ferram. Some will say they're less. I like them all better than the mods they are similar to. -
I second watching others play. If you find someone who plays like you do, watching their videos is almost the same thing.
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The big problem is these words have overlap, as do the items they describe. I always consider a dip something you dip things in, while a sauce is something you pour over something. A condiment is something you put into food that you eat with your hands. Items are named for their primary use and if you - say - put your guacamole into a taco (I do this too and it's glorious) it does not become a condiment, but remains a dip.
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It's a dip. And it's heavenly.
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Do you ever chuckle at your old missions or concepts?
Superfluous J replied to Ultimate Steve's topic in KSP1 Discussion
Ahhhh remember all those arguments against Procedural Fairings, saying they were so cheaty because you could launch stuff like that if you wanted. Ignoring that the stuff would launch WITHOUT it just as well? -
Do you ever chuckle at your old missions or concepts?
Superfluous J replied to Ultimate Steve's topic in KSP1 Discussion
Oh jeez I just remembered reading someone who posted "I just burn straight up to 70km and then burn sideways" and it was like a light went off. I probably launched like that for a week before I actually checked how much fuel it used. -
Thirded. "Did you see that? I just made a basket from across the street!" "No, sorry, your toe was clearly a quarter inch over the curb so technically you were not across the street but in it. DISQUALIFIED." Lumping this in with someone building their ships in a separate save with KER installed is a strict adherence to the rules that even I - who am pretty strict with the rules adherences - don't agree with.
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Do you ever chuckle at your old missions or concepts?
Superfluous J replied to Ultimate Steve's topic in KSP1 Discussion
This is one of the oldest images I have on imgur: It was designed to send 5 self-landing rovers to Mun, in mid 2013. No clue the version. 0.21? I wonder what it'd be like to recreate it and check its performance in KER these days -
"Community Created" is for stuff you downloaded (ie, not created by Squad ad put in the game already). If you use Steam, you get them from the Steam Workshop by simply subscribing to them. If you use KerbalX, get them from there and follow the instructions for how to install them (basically put them in the appropriate folder).
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‘Feature Complete’?
Superfluous J replied to Stephen10188's topic in KSP1 Suggestions & Development Discussion
Before Biomes were introduced you couldn't do it in Kerbin's SOI and you needed (IIRC) about 2/3 of all the science available in the entire game to unlock the tech tree. When they introduced Kerbin/Mun/Minmus biomes though in.. 0.24 I think? ... you could from that point unlock the whole tree from Kerbin's SOI. Nowadays you can literally get infinite science given infinite time through missions to asteroids. Each one provides a unique science experiment that you can do in all biomes you can get the asteroid to. And with a science lab you can easily crack the entire tech tree with full loadouts of science experiments from just a few Minmus biomes. I answered when and how. As to why I don't know, but it probably has to do with the fact that something like 90+ percent of KSP users never leave Kerbin's SOI. -
‘Feature Complete’?
Superfluous J replied to Stephen10188's topic in KSP1 Suggestions & Development Discussion
If enough people want a feature, they should consider adding it. If enough people don't care, they shouldn't bother. I think Multiplayer and Life Support - most people don't care about. I'd never use either unless Squad's version of Life Support was very different in some way that I can't even imagine, than all the mods I've tried. I think not just the late game but the whole game needs a balance pass. Note, I did not say "another" balance pass as many say because I don't think whatever they did before could really count. Cost, mass, and all other settings of all parts need balanced relative to each other and relative to the difficulty of the game. I don't care one whip if more planets and moons are added. Each one will give me a half hour of new content, tops. I want something to do on the planets we already have. I won't go into it because others have done far better in the past, but suffice it to say a reason to go back to a world (and no "You need 1500 more science and have only been to 2 of the 9 biomes" is not a reason. At least not a GOOD one) after visiting it would be very welcome. -
- it never docked to a ship already in space. IMO it shouldn't matter, but frequently (if not always) the time stamp of the older craft leaks through onto the newer one after you've docked them. And once you're at that point, the ship is considered too old to complete the contract. EDIT: This is why I wish instead of: Build a new, unmanned probe that has an antenna and can generate power. Have a Mystery Goo Reach The Correct Orbit It said: The probe must: Be built after the contract was accepted Be unmanned Have a transmitting antenna Be able to generate power Have a Mystery Goo Reach the correct orbit. That way you can see instantly what (the game thinks) you're missing out on.
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[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
Disclaimer: I am not taniwah and didn't write EL, but have used it a lot. It isn't counted, as it's not on the ship (base, vessel, craft, whatever). EL will use what you built in the VAB. If parts magically gain mass after being built, then so be it. If they take mass (say oxidizer) out of a tank to increase their mass, then that should work as well. In short, if you designed the craft with the parts deflated, they'll build deflated and the mass will be what they are deflated. If you designed it with them inflated, then they'll build inflated with that mass. -
Terriers to orbit Part Two (Poodle time)
Superfluous J replied to DAL59's topic in KSP1 Challenges & Mission ideas
Oh man this takes me back to the pre-1.0 days. -
I'm new at this whole mission report thing so go easy on me Relevant topics to understand what the heck it is I'm doing: What the heck I'm doing: So I started out in the Snarkiverse with the Caveman Challenge. It's not a REAL Caveman Challenge run, though, because it's (obviously) modded to add the Snarkiverse. But still, I do these things for me so hey it is what it is. Then when I completed that, I continued my run with the Caveman Evolved challenge, slightly modified to fit within the Snarkiverse's changed solar system. Also, because I need mods to have fun, I'm allowing myself one mod install per building unlock. Me doing the heck: (links are to Imgur albums) In which we get quite far with a pair of Mun encounters and a few iterations of a "Rolly." In which we land on Mun and kind of successfully encounter Dres. In which we spectacularly fail at Mun and then skid across the finish line of the Caveman Challenge. In which we start the Caveman Evolved Challenge with a simple Dres Orbiter that - well let's just say we try to extend the mission a bit too far. In which we ignore Jeb's Jeopardy and land on Dres instead. And maybe overextend a little bit. Just a little, though. In which we rely on our tools a little too much in a fairly robust Duna Boots-And-Return mission. In which we finish up the Duna mission, one way or another. In which we BRING. HIM. (and someone else). HOME. In which we bring Val home in style. In which we actually accomplish something without (many) problems! In which we send a ridiculously large ship to Moho! In which we return forthwith from Moho! In which we do a Jool-8 mission! With only 4 moons! In which our penultimate mission hits Laythe a bit too quickly!
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Kerbal Space Program 1.4.4 and Making History 1.3 launching today!
Superfluous J replied to UomoCapra's topic in 2018
I thought it was "If you bought it from the website before a certain date, you HAD the option to transfer it to Steam by a certain, other date that has also long passed." I don't know that for sure though as I got it from the store after at least that first date, and then got it on Steam separately much later. -
Kerbal Space Program 1.4.4 and Making History 1.3 launching today!
Superfluous J replied to UomoCapra's topic in 2018
You need to own it on Steam to get workshop content. I don't think there's a way to transfer any non-Steam copy to Steam. -
Kerbal Space Program 1.4.4 and Making History 1.3 launching today!
Superfluous J replied to UomoCapra's topic in 2018
I don't think the KSP devs can verify that MechJeb uses map mode's scaling to land ships. At least, they shouldn't be expected to. And you surely don't expect them to load a game with MechJeb to test it for you. -
Kerbal Space Program 1.4.4 and Making History 1.3 launching today!
Superfluous J replied to UomoCapra's topic in 2018
You will likely have to ask that of the MechJeb people. Or try it But it WILL allow those of us who pilot manually to aim at a spot on the surface and actually land there, instead of crashing into the surface somewhere else while in map mode we appear to be visibly well above the ground. -
Looks like (exactly 2 months later) this is starting to come back. The text is still at the top of the activity stream, but now there are posts as well. So whatever whomever was doing, they seem to have did it and it seems to have worked. So thank you!
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Kerbal Space Program 1.4.4 and Making History 1.3 launching today!
Superfluous J replied to UomoCapra's topic in 2018
Nope, I didn't see it either so I added Bug 19294 just now.