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KSP2 Release Notes
Everything posted by Superfluous J
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If Steam would let me log in, I'd be downloading Massive Chalice right now.
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Am I the only one who read that as an off-the-cuff joke and not an indication that Squad keeps every bit of their source code in a single server that is itself dangling over a pit of fire? I'm pretty sure Squad does offsite backups. And onsite backups. Likely multiple of them. Just like every other company that wants to keep running. That doesn't sound like sarcasm at all. In fact, it sounds like the truth. Two things: 1) Squadcast isn't a devnotes. It's a guy playing KSP and answering questions from viewers - usually vaguely and poorly. 2) The reason we're not getting devnotes is because they announced the PS4 release in the devnotes this week instead of noting what the devs were doing.
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Not sure if you're talking about me here, but hopping through 9 biomes on Minmus with the ship you got to Minmus with, without refueling in an orbiter, is a waste of fuel. As much a waste as Mun? Of course not, but it's still a waste. The Mk1 lander can is the best capsule in the game. It weighs 0.66 tons and you can't get a Kerbal anywhere for less mass without using a chair (or a claw or ladder or something like that )
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Reentry heating - are you kidding me?
Superfluous J replied to Agost's topic in KSP1 Gameplay Questions and Tutorials
Then everybody will complain that their spaceplanes explode during orbital entry. I wonder, though, how DRE managed it. None of these discussions occurred (to my knowledge) in that thread. -
Yeah I think Trajectories, with the "Body Fixed Mode," is what you want.
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Remove Struts in Space?
Superfluous J replied to jkool702's topic in KSP1 Gameplay Questions and Tutorials
In a pinch, I attach a decoupler to my ship and then strut from there out. Then, once the struts all break, you just toss that decoupler. But it's better - if you can - to strut from the throwaway stuff to your ship like FancyMouse suggests. -
Other than playing less other games because I'm playing more KSP, no not really. I'm currently playing about 6 games on a fairly regular basis and while KSP is on the top of the list, it's not the only thing on the list. It's no even the game I've been playing the longest. That prize goes to FTL.
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To throw my thoughts in on the "why a lander?" question, if you're going to Mun and coming home no, a separate lander is overkill. However, if you're trying to land 2 or more times (to, say, snag multiple biomes) then having a separate lander that can get back into orbit to refuel and go back down quickly becomes far more efficient than bringing all that fuel with you. You can snag 9+ Mun biomes in 3 landings if you pick your spots well, and instead of sending 3 full missions (and therefore 3x the cost and mass) that can each land once, send one mission that masses less than twice as much (as all you're bringing along is some extra fuel) and get it all done in one mission.
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Not true. If the devs don't eat, they die. Then not only do you lose that dev time, but you lose the dev time of the devs who have to take him out back and bury him so no questions get raised. Similar problems happen if they don't go to the toilet, but I won't elaborate.
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Man, I hope the LV-N heating doesn't get nerfed...
Superfluous J replied to a topic in KSP1 Discussion
I think they should get their mass cut in half and TWR doubled, at least. And they should radiate heat, not create it. No just kidding. I just made a ship with 8 of them all packed in tightly together and they didn't have any heating issues at all. ...then I changed designs around so as to not use nukes at all, as they're not the only engine that ever works in every situation anymore. -
Landing on a docking port on Mun is not the easiest thing in the world. It's actually one of the harder things to do in the game, even on a lighter world like Minmus. Easier would be to land NEXT TO the refinery, and have a claw-car clamp onto the refinery, fill up, then clamp onto the ship to fill it. Better would be to land a ship with wheels instead of landing gear, and drive that ship up to a sideways docking port or claw. Docking ports are hard. People fear the claw but if you F5 first and disconnect right when refueling is done, then you shouldn't ever have problems.
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I hear ya. Though I'd not buy it until KER worked in it
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I did (though it was after I posted this) and while the post makes me happy about the development cycle, it does not change what irked me. Nothing will, as it's a thing that happened in the past. I'll get over it, but I just won't trust them anymore about stuff like this.
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How Long Would A Space Station Last?
Superfluous J replied to OddFunction's topic in Science & Spaceflight
I probably should have specified, "Not long" in interplanetary travel times. Though I will say I'm surprised that they expect it to stay up another 150 years or so. -
Haha so true I'm actually looking forward to a new UI. Right clicking some things to bring up tiny buttons that rotate with your ship and left clicking others to bring up menus that look nothing like any other menus in the game are just 2 examples where - frankly - a UI designed to work with a controller would be welcome. At least by me. I'm still sore about the devnote rugpull, though. Next time you will have no devnotes, just say that. Don't say they'll be awesome and then make an unrelated announcement.
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I couldn't resist when Sid Meir's Pirates came up for $2.49. And wow that game is fun.
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Now all I can see is Hogan's Heroes all done with Kerbals.
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How Long Would A Space Station Last?
Superfluous J replied to OddFunction's topic in Science & Spaceflight
Space is not empty. Space near a planet has atoms of that planet's atmosphere surprisingly high up. The station will collide with these atoms and - eventually - slow down its orbit enough to enter the thicker atmosphere. Space in general has all sorts of particles. Stars spit out a surprisingly large quantity of them, and then there's all the tiny dust particles and larger pebbles that can be flying by you at dozens of km/s. If a dust particle hits the right place, your station's toast. If a pebble hits the right section, your station's toast. If a rock hits your station at all... you guessed it. Toast. Then there are gravitational perturbations. Gilly's pretty small so I'd guess that it wouldn't affect much, but in orbit around Kerbin the tugs of Mun and Minmus would play havoc with anything high enough to avoid atmospheric deceleration. tl;dr, not long -
You seriously want a citation for their intention that the "Beta than ever" update was supposed to be Beta? Or maybe you want a list of the new features? Look up the changelog. I'm not doing your work for you. Or maybe you want a citation about what exactly Beta means in software programming. Here's a citation for you: Google it.
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I still have hope, but I will never ever again expect any actual good news whenever they say they have great news. If RoverDude wasn't contracting and was instead a full time Squad employee, I'd have more faith that his hinted-at feature was an oil painting he made of Jeb on the Mun, than the actual bit of coding that (because he's not Squad) I instead think he's done.
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[citation needed] 0.90 was supposed to be the first beta release, but it couldn't have been as they added major features in it. So, assuming no new features were added in 0.91 it would have been the beta release. But they didn't release a 0.91, they released 1.0 without ever having gone through (traditional) beta. Now, 1.0 also had several new features so it could be argued (and I do actually argue) that KSP - in spite of its version numbering - is actually still in alpha.
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This doesn't mean that that it affected the "doneness" of the game as it stands right now. The fact that 1.0 came out missing key features - and with other key features put in poorly or underrepresented - actually implies to me that it did NOT affect the "timeline" (I put that in quotes because I agree with regex that there is no timeline for development) at all. All the PS4 deal affected was the numbering scheme. If they didn't have any drive to get these sorts of deals, 0.90 would have been 0.26. If they didn't get the PS4 deal, 1.0 would have been 0.27 or 0.91. Or we'd have gotten a full ISRU update as 0.91, an aerodynamics overhaul as 0.92, gotten a few hotfixes as 0.92.1, .2, and .3, and then 0.93 would update the heating system. And now we'd be wondering what they'd give us in 0.94, and if 0.95 would include Unity 5
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Life support (I'm enjoying USI life support) to make flying around with Kerbals harder. RemoteTech or AntennaRange to make flying around with probes harder. Darn It! to make everything harder. This is different than "Do 3 of each contract type or 6 of each you can stomach, or 12 of the ones you actually like" which is what Hard Mode is right now. These difficulty mods actually add something new to the game to consider.
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DevNotes: "something rather brilliant from RoverDude"
Superfluous J replied to AbacusWizard's topic in KSP1 Discussion
Well it seems you're going to get your wish, if the Devnotes keep going in the direction they're going now. I fully expect next week's devnotes to have a cat video or something in them. And nothing else.