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Everything posted by Superfluous J
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Do Weather RIGHT
Superfluous J replied to ZooNamedGames's topic in KSP1 Suggestions & Development Discussion
I've wanted most of this for quite some time, but for seasons you need axial tilt, and it also helps (or hurts depending on how you look at it) if your space center isn't on the equator. I think we at LEAST need wind and clouds. And setting up weather satellites sounds like a cool idea. -
I never tried it but I never even expected that to work in KSP. Do you still have the border, or is it true fullscreen? I'm guessing based on the image size that it still has a border, which means KSP is resizing on the fly. Maybe the menu resizes incorrectly and is off the screen? I'd change the settings in the menus instead, and while you're at it set it to true fullscreen. You'll love it.
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Amusingly, I was quoting a movie where the person was speaking in a (possibly faked, I'm no expert) British English accent. And another character in that same movie makes a point to say that his British accent is NOT faked, which makes me think they may have paid attention a little more than normal. They also rhyme in American English, which I am pretty fluent in
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will physics and aerodynamics ever be fixed?
Superfluous J replied to ErgionThorn's topic in KSP1 Discussion
If you want to simulate real physics, any time your craft behaves like that delete it because it would have exploded in reality. -
The word "Toll" rhymes with "roll" as in "if we don't get no tolls, then we don't eat no rolls" and I don't say it that way. I say it more like "tall" Vee-tall.
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No, and there's no indication that it's wrong to default to lowest. If you keep complaining, maybe they'll default it to the middle like they did with throttle, so nobody will be happy.
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There are 2 that I know of: Kerbal Attachment System has a whole bunch of stuff, including the aforementioned fuel lines. DMagic's EVA Transfer is just the tubes, with its own transfer UI. I'd suggest this one. Oh! And Simple Logistics. I've not vetted this one yet but it looks intriguing. Lets you transfer fuel without actually hooking up the lines, and does it automatically based on how you set up the logistic network.
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Oh for sure. I'm not saying it's not doable. I'm saying it's a chore and takes quite a deft hand.
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I don't use ions or Mechjeb much, but I can tell you that 1.7 TWR is lower than most people are normally used to. It's a little more than the TWR of most of my Tylo landers and I almost always crash them on the first try. And Tylo's a bit flatter than Mun. It could be simply that you're smacking into a mountain due to having to come in so low and horizontal at such a high velocity to nail the landing. MechJeb is telling you your acceleration is 2.8, which is about 1.7 TWR for the surface. So it should work. In theory. Note: In theory, the difference between theory and practice is negligible. In practice, though...
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Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
Superfluous J replied to Endersmens's topic in Kerbal Network
Oh jeez don't give me that much credit. I'm just zis guy, you know? (Wherner should totally say that about Jeb in an Interview btw) I actually have been reading it on the forum. I don't read all the comments of course, but those few I HAVE read have - I think - made the experience far better. It wasn't hard to follow at all with the overlapping, I could tell pretty much right away when the overlap started and was not spoiled at all for anything that happened in EOZ while DOB was running.- 929 replies
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[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
I have decided to discontinue this mod - as great as its name is - due to the far superior DMagic Modlet Maneuver Node Evolved. This should still work at least during the 1.2.x cycle, but I won't be updating it. It's open source, so if anybody wants to they can take over the mod. -
Like put SOME space in a telescope in a huge balloon? I'm all down for fog-of-war type stuff for planets, though I know them all so well it won't really matter for me. I'd love though to start a new save in a planet pack and go to the tracking station and just see fuzzy blobs for the other planets. Mostly, though, all we wouldn't know is on the km level. We'd know the distances to all planets, and the mass of any planet with a moon. Assuming patched conics is "reality" in KSP, we'd not know the masses of any moons though we could deduce that they're lighter than the parent, and based on how far apart they are (for Jool's moons) we could get an upper limit on their masses (knowing that SOIs don't intersect). And of course the MOMENT anything entered the SOI of a planet, we'd know its exact mass. But anyway, I think it'd be cool.
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Say Hello to The Rep Grand Group! [07/19/16 UPDATE!]
Superfluous J replied to Endersmens's topic in Kerbal Network
It may be difficult to believe this, but until this post I didn't know about @Kuzzter's graphic novels. I saw the threads, sure, but don't tend to go in for mission reports - even those with heavy storytelling. Just not my thing. But a graphic novel? I'm in. I read all of Duna Ore Bust already and am going to start on Eve Order Zero soon. Great stuff, and well deserving of 5-digits of rep.- 929 replies
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I would need to see your ship to know how to answer your question, but in general you must totally separate the vector and its fuel tanks from the thud and its fuel tanks, by some part that does not allow cross-feeding of fuel.
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In the easiest terms I can put it, if you spin a top, the torque vector is the middle pole that the top is spinning on.
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I was not philosophizing. I think that a "democracy" is not what Squad's bug fixing and development efforts need. Squad needs to determine on their own what they want to and can fix. We need to tell them what we want them to fix in as detailed a way as possible, and accept when they don't do everything we want as quickly as we want. If you are not willing to do that, your opinion should not matter because this is not a democracy. It's a company, which is almost the exact opposite.
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But it's so much EASIER to vote in a strawpoll or on the forums. It's almost like the people who care the most and devote the most time and effort into reporting the bugs get the most say in what gets fixed. </sarcasm>
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Orbit or Direct Escape Trajectory?
Superfluous J replied to Mythalinear's topic in KSP1 Gameplay Questions and Tutorials
That is better than going straight up, but a mathematical argument can be made that burning to escape on an otherwise gravity-turned orbital ascent saves a scant few m/s over circularizing first. ...and then you lose all that savings doing a huge mid-course correction because you didn't make a nice perfect maneuver node in LKO. -
The only thing the Community can agree on these days is Squad isn't fixing that Community member's personal "most important" bug. The only thing nobody in the Community can agree on is which bug that is. Also, a bug being annoying and a bug being fixable are different things. I'd rather Squad fix 100 easily fixable bugs that I don't personally suffer from (but ohters do) than spend all their time on 3 bugs I care about (but nobody else does).
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I picked colonizer, challenger, heavy modded, modder, spacecraft builder, and learner. When I stop learning new things I think I'll be done with this game.