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Everything posted by Superfluous J
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There's a link to watch in 60fps on YouTube. Which is funny because the game's probably running at 20fps
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There is no disadvantage to having less screen to play the game on? That's like when I go to my parents house and their 60 inch TV has 4 inch black borders ALL THE WAY AROUND the picture. You paid for that screen space. Use it. And you never accidentally click outside of the game window when you're quickly trying to pan the camera during a tight maneuver? I installed a tool (Mousenitor for the curious) so my cursor wouldn't go to my 2nd screen after I lost a squirrely ship during re-entry due to clicking on my 2nd screen, making the game totally unresponsive for several critical seconds.
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How do I change where fuel deposits are?
Superfluous J replied to Talavar's topic in KSP1 Gameplay Questions and Tutorials
What you're looking for is this: SCENARIO { name = ResourceScenario scene = 5, 7, 6 RESOURCE_SETTINGS { GameSeed = 316199528 MaxDeltaTime = 21600 } } GameSeed is the number Snark was talking about. I don't know what MaxDeltaTime is. -
Might do, might do. I might even stream some on Twitch this weekend if all goes well. If I do a series for this, it'll be kind of a one-off thing but it should be long. I'm doing these Eve ascent tests to see if I want to put the time/effort into "The Ultimate Challenge." I'm putting New Horizons off until 1.1 drops - and all my mods update for it.
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While you're right that it's not trivial, it's still not the hard part. By about 8 standard deviations.
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I landed a ship on Eve from orbit and then returned that ship to orbit. Granted, I Hyperedited the ship to Eve, but "getting to Eve" is not the hard part of making an Eve land-and-return vehicle. I'm excited about this game again.
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I just wanted to step in here and thank pretty much this entire thread, but in particular @astrobond whose ship (I think it was 104-10) finally got me into Eve orbit from the surface. I've got a ways to go but working with a ship I *knew* could do it, gave me the fortitude to try launch after launch until I got the ascent path right. Now I can apply what I've learned to my own ship!
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Standardized Date Format in Titles [23 Feb 2016]
Superfluous J replied to Probus's topic in KSP1 Mods Discussions
I didn't think of mod version numbers when I posted my proposed standard. I like @nightingale's but still think date before mod name is better, because this: [1.0.5] [2016-02-27] HyperJeb [v0.5.2] [1.0.4] [2015-08-30] MechEditor Extensions [v1.1.17] [1.0.5] [2016-01-15] Contract Visual Enhancements [v18.7.1] "Mogadishu" [1.0.5] [2016-01-01] Ferram Hydrosphere Dynamics [v0.99.999] looks better to me than: [1.0.5] HyperJeb [2016-02-27] [v0.5.2] [1.0.4] MechEditor Extensions [2015-08-30] [v1.1.17] [1.0.5] Contract Visual Enhancements [2016-01-15] [v18.7.1] "Mogadishu" [1.0.5] Ferram Hydrosphere Dynamics [2016-01-01] [v0.99.999] Also, vim is clearly better than emacs. And Android is better than iPhone while we're at it. And don't even get me started on Xbox vs Playstation... EDIT: But really, FAR FAR FAR more important than ANY of this is just that I want the dates in the titles SOMEWHERE. Putting "NEWLY UPGRADED!" doesn't tell me anything, because it could have been NEWLY UPGRADED in 2013...- 37 replies
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Standardized Date Format in Titles [23 Feb 2016]
Superfluous J replied to Probus's topic in KSP1 Mods Discussions
Looks like we need to standardize where to put the version and dates in thread titles as well. I'm only partially joking. Actually I'm not joking at all. I suggest: [1.0.5][2016-02-10] ModName - Tagline Or whatever date standard is set. I personally prefer year-month-day and know of no "Year-day-month" standard to confuse anybody. Does anybody look at "2016-02-10" and think it may be October 2nd?- 37 replies
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I discovered KSP on a Saturday and landed on Mun on Sunday. Or maybe it was Friday to Saturday. Don't remember. It was a weekend and I landed before the end of the next day. It went moderately well. I knew a lot of the basics of orbital mechanics (though had some glaring holes in my knowledge. For a while I thought going straight up to 70km and then burning sideways was most efficient) so never missed the Mun or anything like that. From my memories, the biggest hurdle was killing sideways velocity while also not either crashing into the ground at dozens of m/s, or shooting back up into space. That, plus my complete lack of knowledge regarding quicksaves, made me almost throw away the game. Ironically, I learned about quicksaves, used them prodigiously, and then landed safely (though still roughly) without ever having to restore from one. Then, I bought the game. This was all in the demo, and was my personal goal to achieve while deciding if the game was worth buying.
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I'm not going to argue for or against the mod hosting sites because I don't see why it's so important. However I must point out that the forum search is pretty bad and I wouldn't trust it at all. Far better is google.com's search. If you search for "site:forum.kerbalspaceprogram.com github.com" (without the quotes) it'll give a far more reliable number. Searching for "kerbalstuff.com/mod" brings up 15,400 results. Searching for "curse.com/ksp-mods" brings up 8,280 results. Searching for "kerbal.curseforge.com/projects" brings up 1,030 results. Searching for "spacedock.info/mod" brings up 1,500 results. Searching for "github.com" brings up 30,500 results. I'll also not comment on how accurate the above search terms are for deciding on how much a site is used. For all I know someone made a post with 5,000 links to Kerbalstuff. However, maybe Squad should officially support Github as the official mod repository?
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I wish sometimes that the worst thing I'd ever experienced was the Curse website. Then I could hate it abjectly and think Squad supporting it was tantamount to torture, aimed directly at me to make my life on this Earth a spiral into an abyss of depression.
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What's the story behind the 'roleplay' guideline?
Superfluous J replied to Evanitis's topic in Kerbal Network
Short answer: People suck. Longer answer: People either take RP things too seriously and take offense RL, or harass people RL and then claim that their actions are "In character." Back to the short answer: People suck.- 39 replies
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[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
I have no idea if this would be even possible but I just happened to have your thread and Vessel Mover up at the same time, and thought how great it would be if Extraplanetary Launchpads had that kind of interface for placing built ships. I imagine one of 2 scenarios, both for ground stations. In-space you have more control over your environment: When the ship is complete, it is placed in the world in "placement" mode on the stake or launchpad you put down, and you can move it around near that stake within reason. When choosing to build the ship, you go into the "placement" mode FIRST. This way you can decide ahead of time if you even want to build the thing, or if you need to modify it to better suit the terrain and nearby structures. If possible, a ghost image of the vessel could remain until it's built, to remind the player not to put anything there before completion -
You'd be surprised. Some of those could be Google bots indexing the pages, or people returning to view replies, or someone just refreshing the page. Also some browsers try to guess where you're going to go and precache pages. And then there are people who just load every unread page in a forum every time they see it, without actually caring what's in it.
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Your guess is correct. Any time the video actually starts playing - no matter where it plays from - it's a view. Just looking at the image with the play button - no matter where you are - doesn't count. I'm not sure but I *think* that if you stop watching a video midway trough and exit, and then come back to the video and resume watching it (like when YouTube "remembers" where you were) that doesn't count as a new view, which seems fair to me.
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As long as we're all polite, it shouldn't be a polrbem.
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Squad's Balance Sheet and Income Statment
Superfluous J replied to kimiko's topic in KSP1 Discussion
Granted I bought KSP a billion years ago, but I distinctly remember being warned that Squad had ZERO responsibility to update the game EVER. Assuming new copies of the game being sold still have that warning, then no, nobody is entitled to anything other than the delivery of a working copy of 1.0.5 when they purchase the game. -
I'm increasingly starting to hate KerbalStuff.
Superfluous J replied to Clockwork13's topic in The Lounge
Curse is up. *ducks and runs* -
Efficiently using transfer windows
Superfluous J replied to fireblade274's topic in KSP1 Gameplay Questions and Tutorials
Snark's way works great for all of the small, airless, moonless worlds. Moho, Dres, and Eeloo are all eccentric, tilted, and annoying to get to. Of course, with Dres and (even moreso) Eeloo, taking that full Sun orbit until your encounter can be a bear. -
I won't be making that change, this wasn't really to make a "sandbox career" save but to eliminate the stuff you *needed* to have to just start a fresh game and do this. For the crew, I'd just install Field Experience and by the time you're done with the first planet your guys should be totally leveled up.
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Thanks to @Just Jim providing me the contract snippet out of his save file, I was able to create a persistent.sfs with the following features: Time 0 (new save) Normal Career Mode (so you have the contract) $10,000,000 (Oughta be enough for anybody and it shows up in the funds amount ticker) 0 Science (Makes it easy to see how much science you get on the mission, if you want to track that) 100% rep (Because even attempting this means you deserve it) Full tech tree unlock (You're welcome) All bodies marked as visited (as I didn't want any wonkiness with the contract. Probably unnecessary) The Ultimate Challenge contract, already accepted and ready to attempt (the whole purpose of this) To use this, just start a brand new game, exit out of that game (back to the main menu) and then replace the "persistent.sfs" file with the one in the zip. Go back in and you should have a new game with all of the above settings. This should work with any mods except those that move planets around, as it's a default vanilla save file. And even if it doesn't work it won't hurt anything as it's its own save. The only thing it can break is itself. If you want to put this challenge into your own save game, the zip file below also has just the contract itself. I suggest when editing your save file to delete a single currently OFFERED contract, and then replacing it with the text in grandtour.txt DOWNLOAD ultimate_challenge.zip I release this file with no restrictions. Feel free to use it for any (legal) purpose. Print it out and eat it with a nice curry, if you so desire. Oh, and @Just Jim if you'd like feel free to put this in the first post. The file will be available for all time. If you'd like to download it yourself and put it on another server to link to, that's totally fine by me as well.
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Wow how did I miss that? I've been following this thread. Thanks! That looks official enough, and also I could probably test it on a shorter mission if I ever bothered. So now to encourage the mission to spawn. I guess for that you'd have to start a new career, modify the configs to give 0 of every contract except grand tours, hack in tons of science and money, and then Hyperedit a ship into orbit around all planets and moons (or just all planets?), and then wait and/or cancel contracts (hacking in rep as you do so grumble grumble grumble) until the ultimate grand tour comes up. Then accept it and zip up that save file so others can use it too