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Everything posted by Superfluous J
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[1.0.2][May20] WasdEditorCamera: FPS editor controls
Superfluous J replied to FW Industries's topic in KSP1 Mod Releases
With this mod installed, if I right click a part and move the camera around, it's super laggy and stutters no matter which mode I'm in (FPS or stock). With it not installed, there is no stuttering. -
How do I know how many parachutes I need?
Superfluous J replied to cephalo's topic in KSP1 Gameplay Questions and Tutorials
Unless it's been updated for 1.0.x atmospheres, I'd be surprised if that worked. I hyperedit my ships to the target planet and send them into the atmosphere to see if the parachutes work. -
I launched 2 ships. The first was streamlined to death and flew like a dream. I also recovered all the non-fuel, non-SRB parts of the launch stage. Efficiency FTW! The second may as well have been a Borg Cube, it was so non-aerodynamic. I also just dropped its (many) boosters into the ocean or onto towns or whatever during ascent. Who needs efficiency? Neither ship had flipping problems and both followed pretty decent gravity turns. Because I'm a baws.
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Ask a stupid question, Get a stupid answer back.
Superfluous J replied to ThatKerbal's topic in Forum Games!
Just hold the thread as you walk away. Watch yourself unravel, you'll soon be naked. Lying on the floor, you've come undone. Why is the universe not parallel? -
Proper Fairings ASAP
Superfluous J replied to GusTurbo's topic in KSP1 Suggestions & Development Discussion
I'm not really all that frustrated by it but it is annoying when you change something on your rocket and need to totally redo the fairing to match. I'm more annoyed, however, by how frequently (but not always) if the text for the fairing goes from green to brown (saying it's invalid), it won't EVER go back to green until you right click to remove that section and start over from scratch. -
[1.0.2][May20] WasdEditorCamera: FPS editor controls
Superfluous J replied to FW Industries's topic in KSP1 Mod Releases
Fantastic use of an animated gif. Now I can check that sentence off the "things I'll never say" list. Insta-download. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
None needed, but just let me say THANK YOU for this. I've been wanting this for a long time One of the first things I will do next time I load the game is play with this. -
Drop the ascent stage. It'll burn up in the atmosphere and leave you no debris. If you have no debris already on as an option, turn it off and then do this on purpose from now on If you add m/s to anything, add it to the upper stage so you still get to drop your ascent stage into the atmosphere.
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Proper Fairings ASAP
Superfluous J replied to GusTurbo's topic in KSP1 Suggestions & Development Discussion
Actually the quote I quoted someone quoting said nothing about "after release." And amusingly this isn't even the quote I wanted it to be (though it implies some bit of control over number of pieces). The one I wanted to quote said something along the lines of "We'll have full control over how they separate" or something. -
I'm having two oddities that I'm fairly sure are: 1) related to each other 2) my fault. However, I cannot figure out what the problem is. I almost think this mod is somehow installed twice but can find no proof of that in my gamedata folder. First, I have 2 of the green cube icons in my toolbar. One of them shows the life support for 2 EVA'd Kerbals I have on Duna. The other shows all other ships' statuses. Second, the numbers are off in certain circumstances. I sent a 2-person, 2-ship (with docking ports) mission to Mun with no supplies (I expected to be home well within the 15-day window) and when I undocked them, one correctly showed that 5 hours had gone by, the other reset the timer to 0:00. When I docked them back up, they suddenly said that my Kerbals had been out in space without food for over 200 days! Luckily, this didn't affect the actual game (I could still control the ship) but it was a bit scary. Any clue what I screwed up? I have the output log from the session where that entire Mun trip happened, if it'll help. Ignore me. I was right, it was my fault. Sometimes you just need to write something down to give you the inspiration to fix it. You changed the name of the DLL between versions and I (like the moron I am) installed the new version over the old. Uninstalling and reinstalling has taken care of the issue.
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Proper Fairings ASAP
Superfluous J replied to GusTurbo's topic in KSP1 Suggestions & Development Discussion
Problem: That quote was before 1.0 was released. Many (including myself) took it as proof that they were going to be clamshell capable in 1.0. So, YMMV. -
Also, tweak your chutes on the stuff you want to recover to open late. Like 100 meters off the ground. 50 could be pushing it. If they spend too long floating downward slowly, you may get 22km away before they land and if so, they'll be deleted by the game. I personally don't recover anything. Money's pretty easy to come by so long as you keep a full docket of contracts to complete, and get as many of them per mission as is practical.
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As of 1.0.2, do you think the engines are balanced?
Superfluous J replied to Laie's topic in KSP1 Discussion
I hear that, though I personally classify those as annoyances, not ire-inducing. Add in to that the right-click option on pods to take a crew report. You click them and the game says "Nuh uh! You're not a scientist!" It's like offering a cookie and at the last second snatching it away. -
That doesn't make sense. How could you possibly interpret the same data in 2 different - yet both logical and useful - ways and have vast areas that are dark in one view yet light in the other view, and have OTHER areas that are reversed? Look at images 2 and 3 above again and concentrate on the upper right quadrant. They don't look like "This one is just dimmer" they look like different maps.
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As of 1.0.2, do you think the engines are balanced?
Superfluous J replied to Laie's topic in KSP1 Discussion
Probably should have put that last option first, as most people read down the list until they find what suits them and then vote. I think that the engines are quite well balanced for gameplay, forcing variety while embracing creativity. They're realistic enough and fun enough. And I can't agree more that people will always complain about something. I fully expect that whatever changes they make in 1.0.3 will make some people happy and make other mad, and the ones who are mad will all be mad for different reasons. -
Proper Fairings ASAP
Superfluous J replied to GusTurbo's topic in KSP1 Suggestions & Development Discussion
Note: That could also be used for "this thread was all bug ignored" as well. -
I've noticed it in my saves too. In fact, all 3 textures have differences and similarities. They should be exactly the same (brightness-wise) so any differences is a bug, unless they mean something other than what they've told us they mean. Submit it. They don't tend to acknowledge bugs and just (eventually) fix them so don't worry about that, so long as you're following the guidelines.
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'Rendezvous with Rama' style Alien Artifacts
Superfluous J replied to Zazwaz117's topic in KSP1 Mods Discussions
I don't think an actual Rama-type artifact would be practical (Though it'd be cool if someone added it to ContractConfigurator. I'm pretty sure all the tools are there) but I'd like some interloper asteroids to capture. Again, ContractConfigurator could do it but this sounds more like something that could happen in stock. Huge F-class asteroids that are on hyperbolic trajectories with respect to the Sun, and a contract to wrangle it into orbit around Kerbin. -
"Cheating." Tsk tsk But there are several reasons to launch from other locations, including mountains to lower total dV to orbit (especially if you don't care about or want an equatorial orbit). Also, there's the rule of cool. I want to launch from next to the big Nile-like river, or from next to KSC2, or from the island in the center of the huge crater. Give it a look and if it's better than yours (The actual KSC may be a bit off but to my eye it's fine, but the peninsula PERFECTLY matches the peninsula in the main planet texture) by all means put it in. And I'll be grabbing your file as well. Mayhaps we should do some sort of collaboration, as I plan on adding a "Kairo" launch site at least, and as I said that crater is asking for a site.
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[answered] debug biome overlay
Superfluous J replied to Wheffle's topic in KSP1 C# Plugin Development Help and Support
If someone wanted to mod in a biome overlay to the default resource map... That's a mod I'd use. -
KSCSwitcher works like a charm now. And with some trial and error I have a KSC entry in my personal copy of the file, to boot. Just add this to your config, and if you like you can even set it to the default. { name = kb_ksc1 displayName = Kerbal Space Center 1 description = Oddly named, Kerbal Space Center 1 is actually the second Kerbal Space Center on the planet. What was the first? KSC2, of course! PQSCity { KEYname = KSC latitude = 0 longitude = -74.75 repositionRadiusOffset = 43 repositionToSphereSurface = false lodvisibleRangeMult = 6 } PQSMod_MapDecalTangent { radius = 8000 heightMapDeformity = 0 absoluteOffset = 66 absolute = true latitude = -0.25 longitude = -74.75 } } Site