-
Posts
15,692 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Superfluous J
-
I've not made many polls on this site but I believe there is a character limit Also, they fixed the terrain scatter memory leak, so there's hope for the scene changing one as well.
-
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
No pad 0 is something else. I renamed the dock and pad 1 disappeared off the gui list and was replaced by the new name. It's possible that I had stakes out when I *started* the build, and it assigned to pad 0 becasue the stakes were out. Then I remvoed them and there's still this phantom "pad 0" out there due to the ship being built for it. That is 100% a guess and I don't have a way to know if it's true. Note: Just to see, I put out a survey stake and the suddenly pad 0 had the option to use it. I did, and the ship got built normally. And then it fell over -
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
Okay so I finally got time to check this out. I see the problem but I don't see how to fix it. For some reason there are two pads, Pad 0 and Pad 1. Pad 1 is the MKS base thing. Pad 0 is... I have no idea. There is only one thing to build on, and it's that MKS site. Further, Pad 0 actually says "Where do you want it, boss?" like you said if there were no launchpads. Note: The MKS base with the pad is on the same ship (connected via KAS pipes) as all the other EPLP stuff, so it *seems* that I should be able to build on it. I planted a stake and now it shows up as a place to build, but I don't want to build this on a stake. I want to build it on that (or at least an) orbital building thing. It feels like Pad 0 shouldn't exist. It also feels like the fact that it exists and it was the default (and I didn't know to be wary of it) is what is causing my problem. And finally, it feels like there should be some way to tell the game "No. Build this on Pad 1 instead." -
I need some silly help, won't take so long.
Superfluous J replied to TheScareCake!'s topic in The Lounge
If you need a cell phone to use Instagram, and you don't have a cell phone, why do you need an account? I don't have an instagram account so I don't know, but it seems weird that there's stuff you could do on the computer but no ability to make an account there. I'd tell your GF to make you an account on her cell phone. -
Do you think Sandbox Mode can still be rewarding?
Superfluous J replied to Draconiator's topic in KSP1 Discussion
Of course it can. Anything can be rewarding to the right person, if presented in the right way. -
While I agree with some of this (the first part mostly) the problem is that most people stop at your comma and just assume that because they have no reason to buy a gaming laptop, there is no reason to buy a gaming laptop. My laptop gets a pretty solid 20fps with KSP and 60fps with most other games (but those are actually released and optimized and whatnot) in a comfortable form factor (I don't use a separate keyboard and frequently the only 2 things plugged in are the power and mouse) with a large (17 inch plus) screen. Sure, it's heavier than a macbook air but the day I consider anything less than 10 pounds "heavy" is the day I move into the retirement home and complain about kids on my lawn. Did I pay more than I would have for a desktop? Sure. Of course. Probably more than double. Is upgrading anything other than memory or hard drives difficult to impossible? Yup, but in my experience by the time you need to upgrade most anything else, you need to upgrade the mobo as well and with that comes upgrades to most everything else. Is the convenience of having my entire computing experience exactly the same in three different places worth these tradeoffs? Ab. So. Lutely.
-
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
Haha I already did that in episode 21, though I didn't know pipes would attach directly to the ground now so I used a pylon. I'll totally be changing that on some bases in the near future because the physics jump on load sometimes disconnects the pipes from the pylons. And as usual I won't say how well or how poorly it worked though there is a hint in the screenshots I posted earlier showing my explodey-ship. Speaking of that, sorry for not getting back to you on it but in a rare change of events I didn't play KSP yesterday. I may not play today either, and this weekend's going to be a busy one. But I'm looking forward to delving into that gui and seeing exactly what renaming things and changing pads does, and I'll report back. -
KSP 1.0 General Thread + All the new features
Superfluous J replied to Daze's topic in KSP1 Discussion
I think we're a while from Experimentals, and this Experimentals will be the longest yet. I really don't think we have a way to know how close or far we are from anything. -
Convert Random Letters to a Sentence!
Superfluous J replied to michaelsteele3's topic in Forum Games!
My sister is thoroughly revolting. (Note, I don't have a sister. It just fit the letters!) hvwppi -
I do as well... ...for anybody who will only ever play KSP in one location. I play in 3 distinct locations, one of which has no internet access and one of which having a desktop either permanently set up or brought in daily (shudder) is impractical. There are a lot of us with similar oddities in our lives. I started buying laptops in 2002 and gaming laptops in 2008, and each time realized I would never go back.
-
I play with dozens of mods and consider F5 a necessary part of gameplay due to everything from game crashes to phantom forces to probes just up and quitting even though they have power, to whatever else. And if for some reason my game lasts 2 hours without needing a complete restart, it runs out of memory even though it started a full gig under the cap. I hear stock is very stable. But IMO stock is not fun. I would have quit about 1.5 years ago (after playing for a few months) if there were no mods.
-
I thought this was going to be to complain about how radially attachable parts got shoved into the thing they were attached to (the TT-70s in particular are bad, they sink in about halfway and you can NOT gizmo them back out). I can tell those two pictures are different, but I can't for the life of me tell why or which is "better."
-
For what it's worth, I have an Asus G75VW, which appears to (roughly) be the older brother of the G751JT. I love it and when it's time to upgrade I'll very likely be getting another Asus.
-
Contracts and Administration Strategies
Superfluous J replied to Claw's topic in KSP1 Suggestions & Development Discussion
This has nothing to do with contracts but YES PLEASE. -
Google search for Lenovo in the News section In short: Remember the Sony Rootkit thing on CDs? This is worse and helped them less.
-
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Superfluous J replied to KospY's topic in KSP1 Mod Releases
Somewhere between 20 and 30m I think. I try to land within 25m and always get a lock. You can extend this by using pylons and chaining them together but it's a pain. The physics engine no likey ships that are too large in any direction. I'd be afraid to leave a 500+ meter ship on the surface of a planet for too long unattended. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Superfluous J replied to KospY's topic in KSP1 Mod Releases
I think I solved your problem. I replied in your post in the MKS thread. You're using the "pump here" option. You want to manually transfer the parts by alt-right-clicking the containers. -
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
Ooooh. The stakes were called "<someone's name> base" or something like that. I picked them up and actually destroyed them both (they're insanely destructible. One just exploded lying on the ground and the other survived hitting the ground at 7.x m/s and then a few seconds after switching from it to something else, it exploded). I do believe the UI said "Where do you want it, boss?" but because there was literally only one place available in the 2.5km physics bubble, I figured it was just flavor text. There were 2 places in the drop down named Pad-0 and Pad-1, but I figured Pad-1 was the orbital station that was far enough away by this point that I'd have had to use map mode to get to it. I did wonder which was pad-0 and which was pad-1, and considered trying changing the name of the MKS base to see what the UI said, but was afraid that changing the name while a ship was in limbo waiting to be finalized would cause problems. In hindsight, it seems like it couldn't cause any WORSE problems than I have now You've given me info to play with though so next time I load the game I'll fiddle a bit more. I did not know the mod would let you spawn something when you didn't have a valid spawn point set. -
[1.1.2] Kerbal Attachment System (KAS) 0.5.8
Superfluous J replied to KospY's topic in KSP1 Mod Releases
I've never seen pipes like those before. They don't seem to be KAS pipes. However, I can't see them functioning much differently and your camera DOES seem to be targeting it as if it's the center of mass (Did you do any camera shenanegans to get it to center or was that where it was?) Hooking 2 craft together with pipes in KAS docks those 2 craft together, making a single craft. As far as the game is concerned you're not transferring between 2 ships, but 2 tanks in the same ship. The only thing I can think is, can you transfer resources between the canisters in the individual ships? If so, then those pipes are NOT docking your ships like KAS pipes would. If not, then either bug or you didn't buy the building upgrade at the KSC that allows you to resource transfer. -
HarvesteR himself once (2ish years ago) said that switching from Unity to any other engine was out of the question. Of course they said before that Multiplayer and ISRU were similarly not going to happen.
-
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
Ahem -
Who is the biggest KSP video maker on Youtube?
Superfluous J replied to Duckytrask's topic in KSP1 Discussion
First off thanks, and secondly... yeah that about sums me up My eye for design ran off with my perfect pitch and they don't even send me postcards. I'm all about the functional and once I got that, the ship's done. (And yeah, I barely even watch TV and when I do, it's almost always after I've watched my LPers) -
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
Thanks. I wish I didn't love those mods so much I'll post on their threads and see what happens. This is NOT built between stakes. I was building between stakes (and will in the future) and so far that's not caused any problems This is building on top of an MKS "orbital building platform" (I think that's what it's called. The one that has one of your orbital construction docks sticking out the top) that I - admittedly poorly - jury rigged into a ground building station. It doesn't happen in episode 20, actually, but in episode 21 which I am encoding now. If you'd like to see the exact setup I will grab some screenies of the base and the constructed vessel right before explosion. I probably should have thought about launch clamps. It falling over is why I built the base that's causing my headaches. Though episode 20 is entitled "Minmus Tow Truck" because it showcases how I fail to use KAS winches to lift that rocket upright. - - - Updated - - - TweakableEverything, not Tweakscale. I won't use Tweakscale unless I'm playing SETI and that's only because... well... it'd be really hard otherwise @Taniwha I just thought of something. Launch clamps are free power sources in 0.90. I know this because they cause a bug in the satellite contracts (they become available even if you have no solar panels because launch clamps are a power source). Would just building a single launch clamp and KAS connecting it to my base provide me with free, unlimited power? And if so... that seems a little unwanted EDIT: Here are the pics The base with the building platform on the right: An example of the build pre-explosion. Note how far it is from the base. It's near, but not right where, the stakes used to be (where the ship fell over). I don't know if that's a coincidence or not, but there are currently no stakes in the ground. Mid-explosion during one of the attempts when it spawned right at the base. Note the ship is sideways. When I launch it from the launchpad, it is engine down. -
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
I have no idea if my log has a stack trace with the exception, but here's a log I just made by loading the game, loading a save from before I completed the build, finalized it, and had a particularly glorious explosion.