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Everything posted by Superfluous J
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Is there an easy way to update mods you're using
Superfluous J replied to johnnyhandsome's topic in KSP1 Mods Discussions
I actually already have But I'm'a keep my own list just in case EDIT: Aaaand I've uninstalled it. CKAN (and my bookmark method) tells you when mods are available. AVC tells you when they're out of date. I don't care when they're out of date. I care when there's a new version out. -
You speak a lot of truth (Except calling Max and Turkey community managers but that was just a mistake) here but I still don't think it's a particular pattern, especially regarding people leaving. People join and leave projects all the time for all kinds of reasons. And now I miss @Rowsdower, enough to tag him and see if it'll summon him from nowhere.
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Is there an easy way to update mods you're using
Superfluous J replied to johnnyhandsome's topic in KSP1 Mods Discussions
Ah. So it works for a tiny fraction of mods, and is therefore less useful than CKAN which at least supports most mods. If I have to maintain my list of bookmarks for 9 out of every 10 mods, I'm better off just bookmarking all 10. EDIT: I just checked, and about half of my installed mods include this .version file Ah. So it works for about half of all mods, and is therefore less useful than CKAN which at least supports almost all mods. If I have to maintain my list of bookmarks for 50% of my mods, I'm better off just bookmarking all of them. -
Test a Tylo lander on Kerbin?
Superfluous J replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
Your first sentence, I could say about Hyperedit. The worst it ever did was crash ships that I was trying to land and they fixed that long ago. And you are dismissing the very important aspect of Hyperediting your ships as opposed to editing the files: Time. It takes (possibly significant, when you're talking about your noncircular, nonequatorial orbits) time to quicksave, alt-tab out, find your ship, find the orbit info, change it, save it, and load the save. Then notice something wrong and have to go back and do it all again to make a change. In HE, all you need do is - once you have all the numbers correct - switch to the visual mode and you can drag stuff around and very quickly set the orbit any way you want. As far as moving parts around, yeah I gave up on that long ago. I COULD figure it out, but I dropped out of college for a reason: I don't WANT to have to figure some stuff out. -
I would assume multiple cooks all working on the same broth, and a system that's been in the game for a very, very long time.
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Is there an easy way to update mods you're using
Superfluous J replied to johnnyhandsome's topic in KSP1 Mods Discussions
I thought KSP-AVC was for modders, not users? -
This (and professions) would be a great thing for a mod. There actually used to be a mod that did it, and back then it was a real chore. Now, a mod would just1 have to change the setting and bam. As far as renaming, the big problem is that Kerbals are referred to by name in some places, and by order in the persistent file in others. Delete a Kerbal from or add a Kerbal to the persistent file somewhere in the middle of the roster, and suddenly people are in different ships and stations. Rename one you rescued without also changing the name in the completed contract, and (IIRC, it's been a while) you can hang the game on load. Those are just the 2 issues I personally came across when trying to fiddle with this stuff, but once I kept to the 2 rules of "No changing the order" and "Change the name everywhere in the file" I never had problems. 1(Definition of just) JUST /jəst/ adj. How easy a non-modder feels modding is.
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There is no "Yes" option. If I had to choose, though, I prefer living with cats as they're far more low key. Ignore a dog for an hour and they think you hate them. Ignore a cat for an hour and they'll appreciate the quiet. I like ignoring things.
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Not 100% true. That used to be the case, but now Kerbal roles are SET based on their names. If you edit the persistent.sfs file, you'll find there is a new entry for each Kerbal that sets their profession. You can change it there and that change will be permanent.
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Is there an easy way to update mods you're using
Superfluous J replied to johnnyhandsome's topic in KSP1 Mods Discussions
I just bookmark all the mods I use, and open them all every once in a while to check if they're updated. If computers have taught me one thing, it's that letting them manage my stuff for me never works. -
Test a Tylo lander on Kerbin?
Superfluous J replied to maceemiller's topic in KSP1 Gameplay Questions and Tutorials
I've had far more problems with me screwing something up editing the files than by using HyperEdit. -
1.1.2 even less stable than prerelease
Superfluous J replied to nosirrbro's topic in KSP1 Discussion
This is why I copy everything from the Steam directory to another directory with every update. I do it first, before playing. I've got copies from before 1.0 that I've not loaded in a year or more. -
To answer your thread title (Are reaction wheels unrealistically powerful): Yes. To answer your poll (Should they be made less powerful): No.
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Sorry I missed this! I am following the thread but forgot to turn on email notifications. I do know about CKAN. I'm eventually going to upload this mod to Spacedock or whatever it's called now and when I do I'll check that button. I've dived into Unity Programming proper though and am hoping to learn enough to be able to more easily (read: at all) implement some of the things I currently find impossible, and that's taken up a lot of my free time. Also? I forgot I actually kinda liked programming, having been away from it for decades.
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[1.8.x] AutomatedScienceSampler - V1.3.5 - 18.10.2019
Superfluous J replied to SpaceTiger's topic in KSP1 Mod Releases
Don't know if it's the new version or I fixed my own PEBCAK unknowingly, but I'm fine now. Back to collecting science hassle-free for me! -
You could say the same of a map of Earth. But if it's upside-down it's gonna look wrong. That said, the "orbits" never bugged me in that animation. They were the game's equivalent of the hourglass that says "chill out this thing's still running, just doing stuff you can't see." Spinning in the same direction as a clock seems perfectly reasonable to me.
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Children of a Dead Earth: realistic space warfare game
Superfluous J replied to curiousepic's topic in The Lounge
I have no particular desire to participate in a realistic space combat game, but I'm very interested in finding if this game meets its stated goal of giving people the ability to find out what space combat would be like without proscribing anything on them but the laws of physics and reality. We've discussed real space combat here for years and it's been a hot topic in science fiction for decades, and the one thing we can all agree with is that nobody can agree on anything. ...except those who disagree with that, of course. -
You think that now. Then you try it and wow. Plane headings, docking, rendezvous, the ability to (gasp) look at your ship during maneuvers instead of the navball. So much better. But no, there is no "Put the navball up as a map with the markers on it" mod. I don't think there ever will be, as it's a pretty niche request. I personally don't see the utility of it except it'd be nice sometimes to know where your markers are that are on the other side. But I get that functionality from NavHud
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KSPONE Very cool. I was going to test my Eve lander in 1.1.1 today and now I can instead test it in 1.1.2 (Sorry GregroxMun for tagging you again. The forum software will not allow me to delete your name from that quote)
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Hey, right now the physics engine is cheating. We're just cheating back. (ignoring, of course, the very good arguments that this is perfectly reasonable)
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Im sorry, but over this we must get.......
Superfluous J replied to maceemiller's topic in Kerbal Network
To summarize the summary: stop complaining and chill out. To summarize the summary of the summary: people are a problem. -
For me, KSP is in a really weird state. I was not comfortable with the new problems enough to start the grand tour I've been planning for months (Mostly, landing legs. They MUST work on Eve with no problems or my tour is over pretty quickly) and all the mods for my New Horizons career (Most notably, New Horizons itself) has not been updated yet. However, once I saw the performance improvements in 1.1 I simply can NOT go back. So, all I've been doing is futzing around in an early career trying all the contracts that are either new or I've never bothered with.
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That depends on the answer to your own question: And the answer is simple: Every mod adds memory usage. Some a little, some a LOT. If you want more mods than memory can hold, then yes.