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Everything posted by Superfluous J
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Too bad. If your business model isn't profitable that's not your customer's fault. Find a new revenue stream or live with what you make. Don't blame me for sidestepping your easily-sidestepped annoyance machine. (yes I have ads on my YouTube channel and no that doesn't make me a hypocrite)
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Important for anybody who is using a space station
Superfluous J replied to ArmoredLipid's topic in KSP1 Discussion
Nothing a combination of time warp and a docking alignment indicator mod can't fix. And don't tell me time warp is cheating. I consider it a bug fix for having to leave SAS off -
"Well maybe not that bad, but I'm surely not an uneducated doofus! You know the type, right? That thinks THIS <points at bookshelf> is a lot of books to read!"
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Top 5 (or more) planet packs
Superfluous J replied to The Minmus Derp's topic in KSP1 Mods Discussions
I've only played a couple, and never enough to experience them all (or even a reasonably large fraction of them) but I'm enjoying Snarkiverse right now and liked Galileo's Planet Pack in the past.- 4 replies
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Important for anybody who is using a space station
Superfluous J replied to ArmoredLipid's topic in KSP1 Discussion
5 things <city you live in> residents didn't know about space stations, and the adults couldn't stop staring. I personally recommend turning off SAS entirely and leaving it off for good. Luckily whenever things dock together, SAS (and RCS?) turns off automatically so it'll never accidentally turn back on. -
Upcoming KSP Patch adds new features for Steam users
Superfluous J replied to UomoCapra's topic in 2018
Though... this is a current screenshot from my Steam install:- 33 replies
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Upcoming KSP Patch adds new features for Steam users
Superfluous J replied to UomoCapra's topic in 2018
Naaw but I'll load it up to submit a mission if it means (as I suspect it will) that people will play it.- 33 replies
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I only watch the credits in comic book movies, and that's only because they have little scenes after them.
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They can. https://en.wikipedia.org/wiki/Sony_BMG_copy_protection_rootkit_scandal
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I'll be testing this on 1.4.3 (or 1.4.4 if I don't get a chance before then ) but I was on 1.3 or maybe even 1.2 the last time I did this. 1.1 maybe even who knows. I do remember though that it was a trip to Moho, and the ship was a pretty standard interplanetary ship with Kerbals on board and a satellite on the nose. When I got to moho, I decoupled the satellite and sent it to its orbit and the contract completed. When before I was talking about having the Kerbal jump out to get the contract, that was a diffrent situation. In that case, I brought up a ship with a command pod and a probe core and all the other stuff that the contract needed, and when I got check marks in everything but the "new unmanned probe" clause, I EVA'd the Kerbal and instantly got the contract. One thing I thought of while describing it, I'm pretty sure you still need a probe core. It still has to be a probe, even if it has a(n empty) capsule as well.
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I'm working. 40+ a week and all holidays. Like all other times in the year.
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If this is true then it's changed some time in the last couple versions. I've completed satellite contacts by telling the Kerbal to get out of the command pad before. I've also many many times brought a satellite along for the ride to complete a contract on another world to help pay for the (manned) mission. This is so common for me that I want to test it to verify it did change. It's like if you had said Kerbin should really have a second moon.
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[1.7.3] GPOSpeedFuelPump continued v1.8.19
Superfluous J replied to hab136's topic in KSP1 Mod Releases
Yes, most definitely. I've set up a drilling/refining ground base, a fuel shuttle, and an orbiting refueling station. The ground base had all tanks set to 8 (or is the maximum these days 10?), the shuttle all set to 7, and the station all set to 6. Then all of my ships are 5 or below. That way as soon as the fuel shuttle lands and connects, it is automatically filled by the ground base. Then it launches and gets to the orbital station where it docks and automatically unloads all of its fuel (except the one tanks set to level 0 or -8 or whatever the bare minimum is, so it can get back down) to the station. Any passing ship that docks with the station will automatically fill all of its tanks. It's really quite glorious the first time you see it in action. -
Including .craft files in a mod
Superfluous J replied to Paul Kingtiger's topic in KSP1 Mods Discussions
Contract Configurator allows you to spawn any craft file in the world as part of a contract. Maybe comb through that code (or ask nightingale) to find it? -
Bad science in fiction Hall of Shame
Superfluous J replied to peadar1987's topic in Science & Spaceflight
Yup. Which is why (to my surprise) I realized recently that Solo is my favorite of the 4 Disney movies. Say what you want about it, it follows the Star Wars Universe's rules AND tells a decent story. -
Bad science in fiction Hall of Shame
Superfluous J replied to peadar1987's topic in Science & Spaceflight
But when the base shot half a dozen worlds, you could see the bolts flying across the sky from other worlds. That tells me the "galaxy" is about the size of a solar system. Kerbin's solar system. No I'm not using that as a valid argument for them not having enough X-Wings. I'm using it as an example of bad science. Nay, bad filmmaking. -
Between the gravity wells of Kerbin in the mun?
Superfluous J replied to Cloakedwand72's topic in KSP1 Discussion
While the only actual reason to have Lagrange points in KSP is that it'd be kinda fun to play around with, that's why pretty much everything in is KSP. -
My idea for this would be to have 2 SOIs, one with a point-source planet of the right mass to give the main SOI, and one tiny SOI with a 0-mass object that overwrites the point source. So, if you ever DO get on or near that point, you'll just be somewhere with 0 gravity. However, I have no idea how KSP would treat a 0-mass object with an SOI, no idea how it would handle an SOI covering the center of another SOI, and no idea how well it would even work in practice if mathematically it DID function okay. Also, I have no idea how to do it in Kopernicus
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2x4 Solar Panel Array Breaking
Superfluous J replied to GKSP's topic in KSP1 Gameplay Questions and Tutorials
Oh really? Ok then your only choice is to replace or persistent edit. -
Tweakscale and/or procedural parts/wings/whatnot should be in the base game, along with something to swap what tanks hold (and swap textures to match). They should have a nice intuitive interface and the texture matching/stretching should "just work." In theory, there could be a single inline tank and a single radially attached tank, and the ability to resize them within a range proscribed by tech level. These should not be left to mods because reasons
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2x4 Solar Panel Array Breaking
Superfluous J replied to GKSP's topic in KSP1 Gameplay Questions and Tutorials
Solar panels become "Broken" when they take a it within a relatively small range. When hit, one of 3 things happens: Nothing. They were just bumped. They become "broken!" if they are bumped a little harder. The explode (like all other parts in the game) if hit too hard. To fix them, as @Xd the great suggested, an engineer with enough skill (I think 3 is enough?) should be able to repair it. Or you could go into the persistent.sfs file and find the solar panel and change the status to whatever a nonbroken panel is. -
Between the gravity wells of Kerbin in the mun?
Superfluous J replied to Cloakedwand72's topic in KSP1 Discussion
No clue about compatibility. It worked fine on my (gaming) laptop. Note you lose some things like maneuver nodes. They have an alternative but it's a bit difficult to use for my taste. For all people complain about stock maneuver nodes, they are pretty easy to use. -
So I just spent an hour trying over and over to get a config for Kopernicus to load. Nothing major, just a simple change to verify I understood the process. I must have modified the file a dozen times and reloaded the game. The final time, I just copied one of the simple example files and it STILL didn't change anything. It was driving me crazy. Then I realized I had forgot to copy Module Manager. palm -> face.