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Superfluous J

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Everything posted by Superfluous J

  1. I peeked at your log and it seems very sparse. All it shows is the loading to the main menu. Could you post the ksp.log?
  2. I believe you did. The rovemate has 100% detection but terrible range. The HECS2 has great range and so-so detection. Put them on the same ship in orbit, you have 100% detection and great range. I didn't know of this trick either and am excited to try it. For once, Kerbnet will be useful.
  3. I can't tell if you're agreeing with me or not. You seem to have restated my thought without the "this doesn't actually predict anything about the future" part.
  4. Updated to 1.4.3. No real changes, just making sure the part functions exactly like the stock radial drill after the changes over the past few updates.
  5. (One of) the massive problem(s) with this is that while this is where the hypothesis starts, it's not remotely where the hypothesis ends. What he hypothesis says about humans and doomsday is like if you capture an enemy tank FACTORY and read that factory's stamping machine and see that they just made tank #1293, then you can guess that they'll make approximately 2586 tanks before the war is over. What the hypothesis should derive about humans from the tank example is that if you pick a random person on Earth and ask their name, you can guess very roughly that alphabetically half of the current population has a name higher in the list, and half lower. That's it.
  6. Yes let's get back to the best ways to game the system appear like a better person to anybody who doesn't know better. I say it's sincerity. Once you learn how to fake that, the rest is easy.
  7. I suggest a minor change Rusty RP-1 / NathanKell / 1.3.1 + RO/RSS/RP-1 / 25 (~1h, in progress) / 30 January 2018 / Testing RP-1
  8. I thought posts in the Lounge didn't count for forum stats, including rep points.
  9. Just got out of the movie and I may need to reflect on it a bit but first impression: LOVED IT. I don't see the need for spoilers being hidden in this thread. Only those expecting spoilers would come here. At least, I avoided it until now. Spoiling it in the spacecraft exchange is bad, spoiling it here is expected. That said I'll go with the majority and until there is one err on the side of caution. My favorite part is and will likely remain how
  10. All you need to do is write the code that tells a port it can totally ignore another port for all time. And then wait for the IR crowd to write the hate mail. Or, code to check those ports for very simple things like "are you aimed in my direction" to rule out some ports and spend less (not no) time doing the checks. Ships can dock with themselves. People use (used to use? I've not seen it in a long time) a trio of docking ports to make very stable connections on very large space stations. --- I'm not sure but think docked ports and closed ports don't count. Just open ones. And to be absolutely clear: I don't know how KSP does the calculations or how often it does. I *do* know 2 things however: Docking ports slow down frames, and the more you have the worse it is on a growing scale. Most of the time, if something looks easy to code it's because you don't know the details.
  11. I've completed this. Even recorded 3 10-minute episodes of my travails though they need voiceover so who knows when that'll happen. I gotta say: It was great fun. Getting to Dres with an 18-ton ship without patched conics or comms was... interesting.
  12. It's fine. Devs gotta eat and anybody buying it likely loves the game enough to want them to eat.
  13. I thought this thread was going to be about how to get 100% rep in the game.
  14. Yeah. Computing things takes time. 2 docking ports near each other have to keep asking each other if they're close enough to dock. 3 of them need to ask each of the other 2, or 3 total questions. 4 of them ask 6 questions, 5 of them ask 10 questions, 6 of them 15 questions, etc. You have to ask x+y questions, for each new docking port, where X is the previous number of questions and Y is the old number of docking ports. So 7 would be 15+6=21 questions. This is 21 more calculations per frame than a ship with 7 - say - cubic octagonal struts needs to ask. So of course it hurts frames.
  15. Each vessel on rails affects performance a little bit. Debris are vessels. Therefore yes they can. Though young need a lot to notice it. A hundred at least one think. Probably more. Does your base have lots of open docking ports? Those are nasty on the processor as well.
  16. Nice I was hoping that one would last but I had to add "and beyond" to be accurate, which I think may have made it more identifiable.
  17. My YouTube logo. No real story behind it.
  18. The easy way to do it is to F5 first with plenty of leeway before the node, do the first half of the burn, stage it, find out what the second half will cost in time, and then reload your quicksave to do the actual burn.
  19. I play Career about 90% of the time. Pretty much any time I start a new save it's Career. I play Science almost all the rest of the time, and most (or all) of that is in a single save where I'm trying something specific, and don't want money and contracts to get in the way. A tiny smidge is in Sandbox, where I'm either testing stuff (ships or mods), doing a challenge that doesn't have the tree/cost requirements, or (most recently) to build the ships for a Mission in Making History. Not sure if I'll do that again, though, as those tools exist within the Mission Builder. I did that for my first Mission, which I actually created before Making History came out. But none are "best." Career is what I use most, but I also use my car the most. That doesn't mean it's the best, especially if I need to travel thousands of miles in less than a day.
  20. Okay, uh. A father/son road trip through Europe and beyond ends when the son spills a glass of water.
  21. It just needs one, so it knows where in the orbit the asteroid is. If you don't put any time in, all the planner can know is that the asteroid is somewhere on the orbit. When you put in any time, the planner can look forward and see where the asteroid is in all future orbits. And back, I presume, if it was coded that way.
  22. I don't remember wife swapping but it's been a long time since I've seen Raising Arizona so I'll guess that.
  23. This. Career is the hardest mode (inb4 "career mode isn't hard) available as it has the most limits. Science is the hardest to learn in because it has no structure. Science mode has structure but no limits.
  24. Looking at the RTG (the closest thing to what I think you want) MODULE { name = ModuleGenerator isAlwaysActive = true OUTPUT_RESOURCE { name = ElectricCharge rate = 0.75 } } I say you should change ResourceName to name, and remove Ratio. Maybe also add isAlwaysActive = false as well. Don't know about making a button for it, or if that will happen automatically if it's not always active.
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