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Everything posted by Superfluous J
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Does Disabling Part Clipping Matter Anymore?
Superfluous J replied to ZooNamedGames's topic in KSP1 Discussion
It's not that clipping is smarter these days. They just stopped checking for it. -
It's probably weird to say, but I think my single proudest moment was when I published my mod All Y'All (Now maintained by LinuxGuruGamer). I have a pretty long history of posting maps and items and characters (which can be considered mods) for games, but AYA was the first programmed mod I'd ever written for a game.
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Is ore always in the same locations?
Superfluous J replied to digger1213's topic in KSP1 Gameplay Questions and Tutorials
Also, ore concentrations go along with biomes, so if you happen to have "polar ore" in two saves, the two planets could look alike on the scanner. -
How will kids learn the names of over 100 planets?
Superfluous J replied to Spaceception's topic in The Lounge
What about football players? Is that necessary too? Spices? Insects? People in the credits of Iron Man 3? Why planets, in particular, to be most important? I mean, they're important to US, but we're space geeks. Why should the other 99.9% of the world conform? ...which has no real consequence in real life. -
[KSP 1.11.1][2021/03/01] Ventral Drill for Stock ISRU
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
It would be okay if I didn't add it, but I did. At least, I checked the CKAN box on Spaceport. -
[KSP 1.11.1][2021/03/01] Ventral Drill for Stock ISRU
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
It actually worked, though a lot had actually changed. I made all the required changes, tested it briefly on the launch pad, and claimed it good. I then went ahead and made it all official and stuff and put it up on Spacedock. -
[KSP 1.11.1][2021/03/01] Ventral Drill for Stock ISRU
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
I'm already on that I probably should have said that but I thought it'd have been quicker than it's been. Nothing with the mod, I'm just doing three things at once like always. -
[KSP 1.11.1][2021/03/01] Ventral Drill for Stock ISRU
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
I had totally forgotten I had written this mod. It was quite an existential experience reading that first post with no actual memory of undertaking this endeavor. Amusingly, several times in the years since this post, I've wanted a ventral stock drill I have no idea if it works or not. I know of no changes to the stock ISRU system so I'd not be all that surprised if it does. -
Level up not working?
Superfluous J replied to Maxamillion-x72's topic in KSP1 Gameplay Questions and Tutorials
She died. I think I reported this as a bug. Once a Kerbals has died they won't level up properly. I'm on mobile now so can't properly look, but if you search my posts in the forum you should find where I talked about it. -
Orbiting spacecraft seen from plane at night
Superfluous J replied to Regor's topic in KSP1 Gameplay Questions and Tutorials
Stock, I don't think so though you may see the little <> or [ ] marker on your HUD. With Distant Object Enhancement installed, probably. -
Technically not "space" but space related, Anticrepuscular. Crepuscular rays are those "god rays" that everybody installs Scatterer to see in KSP, and anticrepuscular rays are the same ones, on the other side of the sky from the Sun. They're very rare and very odd to see, with no Sun for them to emanate from.
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Optimal TRW from Kerbin?
Superfluous J replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
I personally think anything above 1.3 TWR is excessive. Higher is funner, but not as efficient. -
Psst.
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I successfully test ran this. I was just designing the rocket and testing it out for dV (I'm doing it 100% stock), and figured out mid-flight how to guarantee a Minmus encounter. So I completed the mission It was seat-of-the-pants so no proof, but I'll have a vid or pics up when I redo it. May be a few days though. Stupid life being busy.
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This isn't SO difficult that is REQUIRES the poster to post their try, though I'd appreciate it The only really tough part is nailing a Minmus encounter while your Pe is still within Kerbin's atmosphere. Or, you could launch directly to a Mun encounter and then fiddle with maneuver nodes to get a Minmus encounter from there. I may give this a shot.
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How many times did you forget to assign kerbals in a spaceship?
Superfluous J replied to Reusables's topic in KSP1 Discussion
Well then that explains it. I can't seem to remember to do either. -
Whats your revolutionary design hacks?
Superfluous J replied to The CanineCraver's topic in KSP1 Discussion
I liked my design for the Mun-and-back-cheapskate challenge. It was aerodynamic enough to get off of Kerbin without wasting a bunch of fuel, but... interestingly designed enough that I didn't need to worry too much about it falling over on landing. The video title screen below shows you everything you should need to know, but if you want to see it in action it's just a click away. -
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
Wow that post was over 3 years ago! I actually remember that. Don't know if I ever figured it out or if it just went away in later versions or when I stopped using Kethane. -
Radial IRSU
Superfluous J replied to DarknessHasLost's topic in KSP1 Suggestions & Development Discussion
More than a radial converter, I want a ventral drill. But I agree with "that's what the radial attachment point is for" argument, except I'd splice "cubic octagonal strut" in there instead -
No, they were made for profit, by people who love what they're doing. But they were made for profit.
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Doesn't need imagining. It happened with the soccer ball. Someone made a mod that took the soccer ball mechanic and turned it into landing airbags like the Sojurner Rover used. That mod was free, but Squad stopped supporting it and the mod stopped working. But again, that was not Squad's fault. It was not the modder's fault. In your hypothetical case it's also not Squad's or the modder's fault. It is the fault of the person who "needs" that mod but isn't willing to put the time and effort into learning how to adapt it to the non-dlc game, or take the far cheaper option (time is money) and just buy the DLC for this mod they absolutely "need."
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It wasn't paid, but we've had this situation before and the community did just fine. Be it a soccer ball, SLS parts, or scanning for asteroids around other planets, every single mod that I know of just worked whether or not the unpaid DLC (which is what they were) were installed or not. I see no reason the same should not be true for paid DLC. I mean sure, if a mod works with and/or relies on the mission builder then of course you'll need the DLC for the mod to work. But if you don't have the DLC you probably won't want a mod that deals with the mission builder anyway.
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