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Everything posted by Superfluous J
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My general disdain for the new forum
Superfluous J replied to thereaverofdarkness2's topic in Kerbal Network
Hold shift when you hit enter. Except right after you hit enter and forget to hit shift, and then backspace. When you do that, it'll still double space. And when you backspace to clear that, you'll go up to the line right under what you previously typed. This is where you wanted to be, so awesome. Start typing. And then the forum will snap your cursor back to the end of the previous line. PROGRESS. -
The Positive Forum Movement (Updated 4 December 2015)
Superfluous J replied to Deddly's topic in Kerbal Network
The Iron Rule: Do unto others before they can do unto you. No that's not a good rule. Especially for this thread. -
OP currently (and correctly) states that it can mean either the Original Poster or the Original Post. A very frequent third use of the acronym is OverPowered. Not sure how you'd triple-list this cleanly but having an explanation tell a reader that "The Vector is so OP" means that the Vector is the original poster of the thread is not very helpful
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I have no idea what the files you mentioned mean, or how CKAN does version checking, but from what I garnered the version of the game you got from GOG was build 1260, whereas the "real" build is 1289. Looks to me like GOG is running behind. Which matches my experience with them. Doesn't matter anyway, as I'm not really in a position to help you even if I did understand what you wrote (and, incidentally, I read)
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KSP has unrealistic/distorted 3D rendering
Superfluous J replied to thereaverofdarkness2's topic in KSP1 Discussion
There is a way but I always forget it. The easiest way I remember how to do is to hit M twice to go into and out of map mode. Maybe something like double-clicking the middle button? -
GOG has traditionally been slow on the uptake when it comes to new versions of games. This is the main reason I've not bought a game from them since FTL.
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That's a sin? Oh boy then what is it called when I copy the game files into the old game's directory, leaving all other files alone?
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That doesn't change the fact that the OP should have included: The use of a relevant mod, which in this situation RemoteTech is the poster child for. The use of an antenna on the affected craft.
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Pfft I can count to 1111111111 on mine.
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Deorbiting debris - does it loose you rep?
Superfluous J replied to ineon's topic in KSP1 Gameplay Questions and Tutorials
You can find the answer yourself in 30 seconds. Save your game, exit out, and when you load it it says how much rep you have. Write that number down. Then deorbit a piece of debris. Save and exit again, and when you reload see if your rep changed. -
Suggestion for more Contract info.
Superfluous J replied to strider3's topic in KSP1 Suggestions & Development Discussion
And I hope more options will be available wherever they may be placed. They cannot please everybody, and can't please anybody completely. -
A quick n00b question...
Superfluous J replied to kiwi1960's topic in KSP1 Technical Support (PC, modded installs)
I think you want the translation keys ijklhn, not the rotation keys wasdqe. Also note you'll be off center a lot so your RCS translation thrusts will also provide torque. Not much you can do about that except pack extra reaction wheels and correct manually a lot. -
I totally agree, and this is why I never fine tune a maneuver with the stock maneuver node gizmo/widget/whateveritscalled. If I need to tweak a node, I go to PreciceNode every time.
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While checking out Infinifactory (Which I want because I loved SpaceChem) I saw SpaceChem was $0.99. It's worth regular price and at 90% off it's a steal. BUY IT BUY IIIIIIIIIIT.
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A joke from back when this thread was new!
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Is it just me, or are people "snip"ing quotes less?
Superfluous J replied to Tw1's topic in Kerbal Network
Let's try this blasphemy. See? It didn't... wait a second. It worked! TAKE ALL MY REP TAKE IT TAAAAAAAAAAAAAAAKE IIIIIIIIIIIIT! -
KSP has unrealistic/distorted 3D rendering
Superfluous J replied to thereaverofdarkness2's topic in KSP1 Discussion
So you want the horizon to curve crazily away while on the ground, but not in space. I think the problem here is that the pictures you're showing in-game assume your eye is looking at the very center of the screen and not ever moving around. If you look around those images of "reality" they are crazily distorted at the edges compared to what you'd see if you were actually on that beach if you looked in that direction. I still don't know why you'd want the game to look like that, though. I would find it horribly distracting. Regarding Kerbin vs Earth at similar (scaled) altitudes, I have no idea. I've never been in space so I can't tell you what it looks like while you're really out there. And I suspect anybody that has won't read this thread to pipe in. More stuff: The curvature of the planet has more to do with field of view than anything else. To take the spacewalk picture, they had to zoom in and therefore got a much smaller curvature of Earth in the picture. KSP, on the other hand, is zoomed out far enough to see a lot of the field of view. Zooming in so far as to make the planet curve that little would mean your field of view would be horribly restricted. Try this: Go into IVA mode and scrollwheel your zoom in as far as it'll go, and then look at the curvature of Kerbin. It will be far less because you restricted your field of view. -
KSP has unrealistic/distorted 3D rendering
Superfluous J replied to thereaverofdarkness2's topic in KSP1 Discussion
Thank Jool that KSP doesn't look like any of your "real" examples. Like others, I don't understand what is "very, very wrong" about it. I step outside (I do that sometimes, I swear!) and look around, things look pretty much like they look in KSP. Well, except there are clouds and a lot more ground scatter in real life. But the proportions look fine and the horizon doesn't look like a horseshoe. -
Mod managers should be regulated by forum rules
Superfluous J replied to passinglurker's topic in Kerbal Network
The idea with a robots.txt is that the modder has total control, and only has to do one thing one time ever and it'll always work, provided CKAN implements it. -
Mod managers should be regulated by forum rules
Superfluous J replied to passinglurker's topic in Kerbal Network
Random thought: Websites can add a file named "robots.txt" to their root folder that can have various things in it, but by far the most popular is "Disallow: /" which tells the robot (generally a search engine like Google or Bing or whatnot) that they're not allowed to index the page. It's totally opt-in on both sides, but both sides are encouraged to use it so more drastic steps do not need to be taken. And it seems to work well in most instances. What if CKAN checked for a file (say "robots.txt" as that's an obvious convention and if the Google spider is a "robot" then CKAN could be considered one as well) and if that file exists it checks the contents. They could be like this: user-agent: CKAN Disallow (No need for a directory structure in this case I think) Other key words than "Disallow" could be used. "Hide" could make it so CKAN doesn't even list the mod, where "disallow" would list the mod but not allow it to be distributed, so the user knows it's the modder's choice to not allow CKAN to automatically install it. -
Welcome to the forum, and the game! First orbit is sweet. Wait until you land a Kerbal on Mun and bring him or her home. That's an experience right there. I think you're wise to steer clear of career (that rhymed AND included alliteration. I feel accomplished!) for the time being. Science Mode in my opinion is a much better introduction to a new player. You are slowly doled out parts as you need them (more or less) but have all the freedom to make your own goals (which you will have plenty of). Career is more for when you've met your own personal goals and want to just try things of various challenge levels, and reap the rewards of success. And pay the price for failure. Sandbox is good as well but if you start feeling like there are too many parts, head right back to Science mode. If you want ship ideas, check out the Spacecraft Exchange which has an endless supply of amazing craft, and for mods, it's hard to recommend without knowing what you like/want/need, so I'll steer clear of that. Also note that with 1.1.3 just being released a lot of mods won't work, and when you're new at the game you frequently won't be able to tell if the problem is with the game, the mod, or you doing something wrong. EDIT: And as is tradition, allow me to grant you your first rep point!
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1.1.3- Having Terrible Time
Superfluous J replied to ghost_sox's topic in KSP1 Gameplay Questions and Tutorials
One more suggestion, possibly for a moderator: This thread should be renamed and possibly moved. It doesn't have much to do with 1.1.3 and is more a Gameplay Question than a KSP Discussion. -
I personally think KSP sticks out now by not having underlines. Edit: Testing KSC... Okay at least that's in Edit again: UI: User Interface. UX: User Experience. I just used these and at least the first should probably have a definition.
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1.1.3- Having Terrible Time
Superfluous J replied to ghost_sox's topic in KSP1 Gameplay Questions and Tutorials
Not strictly true (though I am a huge proponent of this type of mod). If you switch to Map Mode you can click your Ap and see both its height and distance in time. Of course, you can't stage in map mode (without another mod) and when you switch back to your ship view to stage and then back to Map Mode you'll have to re-click the Ap to get the information again. Unrelated to the topic at hand, these kinds of UI/UX issues are exactly why I'm a huge proponent of informational and added control mods.