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Everything posted by Superfluous J
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KSP Caveman Challenge!
Superfluous J replied to GoSlash27's topic in KSP1 Challenges & Mission ideas
Don't feel bad. I took a few tries to hit Minmus on my run. -
Legalities and Moralities of a 'Pseudo-mod'
Superfluous J replied to AxleMC131's topic in KSP1 Mods Discussions
The actual part files, like the texture files and mbms? Then they're breaking Squad's copyright. New configs that just reference the parts already in the game? That's cool. -
Legalities and Moralities of a 'Pseudo-mod'
Superfluous J replied to AxleMC131's topic in KSP1 Mods Discussions
Note: You cannot redistribute stock parts, but you can refer to the part models already in place in your mod in which case all is good. -
Very true Alshain. It's like the "depth" vs "breadth" they've been talking about in the devnotes with contracts. Currently there is so much breadth of science that there is really no need to go deep. Just bring every experiment you can and do each one once and you'll have more than enough return for your investment. Just make sure you get your scientist* out there to grab each experiment every time you take them, so you can take your readings in multiple places. *Scientist not needed if you skip the Goo and Jr experiments, but those return a lot so I suggest you bring one of each and the scientist.
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Most of the parts are stock (and those that aren't are generally just bigger/different antennae) but the actual use of satellite relays is not necessary in the stock game. For that, you want RemoteTech. The stock game will be getting some need for satellite relays in 1.1.
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Which one looks nicer; new Mk1 cockpit or old one
Superfluous J replied to Falkenherz's topic in KSP1 Discussion
I much prefer the new one. Sleeker and fits the style of the other plane parts better. The old one was more greebly and exciting, I suppose, but the new one looks more like something you'd send to space and back. -
It's always the root part of the subassembly. If you make sure the root part is what you're going to want to attach, it will always "pick" the one node you want.
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Come hear about KSP 1.1, straight from Squad!
Superfluous J replied to Streetwind's topic in KSP1 Discussion
Aha. Mine was not single stage It was asparagus that started with 5 nukes each under a mk1 jet fuel tank, the center one with a lander can on it. Plus some torque, batteries, and solar panels just to be sure. -
Come hear about KSP 1.1, straight from Squad!
Superfluous J replied to Streetwind's topic in KSP1 Discussion
Lander can. Just hyperedited the lander to a 100km orbit and did a normal landing. I've never even heard of the T-prize -
group actions
Superfluous J replied to crestofawave's topic in KSP1 Gameplay Questions and Tutorials
I think I'd need to see the craft. You shouldn't have to do anything special to get landing legs to go up or down. Hit G, they go down. Hit G again, they go up. You don't even need to set up the action group. Are you hitting G or are you right clicking them? One thing: you have to hit G twice. One of the oldest unaddressed bugs in the game makes the legs "think" they're down so when you hit G the first time, it "raises" them into their already up position. Just hit G a second time and they'll go down. After that, they'll go up and down normally. -
Come hear about KSP 1.1, straight from Squad!
Superfluous J replied to Streetwind's topic in KSP1 Discussion
I just did a simple test, and landed on the first try. On my side. But I didn't bring landing legs. The ship had enough dV to get back into orbit. So it's very possible, just takes a bit of care. -
Come hear about KSP 1.1, straight from Squad!
Superfluous J replied to Streetwind's topic in KSP1 Discussion
It would make a decent challenge. As getting there is easy and landing one using regular engines is also (relatively) easy, the challenge would be to land on Tylo using ONLY Nukes. I'm sure it's possible, but I really don't know if it's actually hard or not. -
Will length of season vary depending on earth's orbit?
Superfluous J replied to heng's topic in Science & Spaceflight
Easy solution, make the year 2x as long and just repeat everything twice a year. One Christmas will be all cold, and one will be all warm. In BOTH hemispheres! You're WELCOME, Australia. -
Come hear about KSP 1.1, straight from Squad!
Superfluous J replied to Streetwind's topic in KSP1 Discussion
In addition to other places, it was specifically stated in the latest Squadcast that they would be in 1.1. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
You have to be in control of the ship, but if you turn on auto soi alarms it will do just that. If you make sure you're in control of the ship every time it crosses an SOI boundary, KAC will happily add the next one. Now, if it doesn't see a next one and it turns out there is one 8 orbits from now or something, it won't do that. However, I don't think it CAN do that, as KSP doesn't offer up that information. -
Again while I appreciate all the opinions - no matter how sure - I would like a dev to say it. TMS may be right about reddit, though These guys can be pretty clever when they put their heads into something. Just because it's impossible doesn't mean I'm going to rule it out. Not until a developer tells me that Max misspoke.
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Squadcast Summary 2015/08/21 - Short Show, Long Summary
Superfluous J replied to Superfluous J's topic in KSP1 Discussion
Rather than wonder, I've started a new thread on this very board. Hopefully a dev will reply one way or the other. And hopefully that reply will be "yup, we cracked that nut and a single ship can span all the cores you can throw at it. You 8-corerers, start planning your 1000+ part ships now." -
In The most recent Squadcast Max said that one ship would be spread across multiple cores of your processor. Up until that moment, the general consensus was that this would not be the case, and that each ship would get a single core (until you ran out of course). A single, massive ship would still bog down its solitary core just like it does today, albeit probably with a few more parts due to other optimizations. So could a developer corroborate what Max said? Will "Whackjob kind of ships" (Max's exact words) benefit from splitting the ship over multiple cores? Any details would be welcome, as I'm curious how you'd go about this, at least from a high level. I imagine breaking the ship into smaller parts internally, like sub assemblies or docked ships, and giving each of those pieces to a core.
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Can't answer, as I have 12 gigs. I can't even round up or down to the closest number EDIT: Scratch that. That was my old computer. This one has 16.
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Squadcast Summary 2015/08/21 - Short Show, Long Summary
Superfluous J replied to Superfluous J's topic in KSP1 Discussion
Here's the link I go to every Friday after the show's over: http://www.twitch.tv/ksptv/profile/past_broadcasts -
Squadcast Summary 2015/08/21 - Short Show, Long Summary
Superfluous J replied to Superfluous J's topic in KSP1 Discussion
I will say, I was going to add, "or you hit any of the numerous game-crashing bugs" The 2 big "news" items for me in this were: 1) OSX is getting 64 bit. I don't use it so wasn't following, but I seem to recall a lot of speculation (and therefore complaining) that it would not get 64 bit. 2) A single ship will span multiple cores. I don't recall anybody saying this before this Squadcast. Everything I saw, people were saying that you can use multiple cores but only if you had multiple ships. Each ship could get its own core, in other words. This is not the case, and it excites me greatly. -
Squadcast Summary 2015/08/21 - Short Show, Long Summary
Superfluous J replied to Superfluous J's topic in KSP1 Discussion
I think Max referred to it as a bay. I just type what they say.