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Everything posted by Superfluous J
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Superfluous J replied to cybutek's topic in KSP1 Mod Releases
I've had this before, and in each case it was because I didn't install it in the correct directory structure. Lots of mods will work in the wrong directories but their images won't be found. Your directory structure should look like: <ksp>\gamedata\kerbalengineer\parts <ksp>\gamedata\kerbalengineer\presets <ksp>\gamedata\kerbalengineer\textures <ksp>\gamedata\kerbalengineer\settings If I had to guess, yours probably looks something like: <ksp>\gamedata\gamedata\kerbalengineer\parts <ksp>\gamedata\gamedata\kerbalengineer\presets <ksp>\gamedata\gamedata\kerbalengineer\textures <ksp>\gamedata\gamedata\kerbalengineer\settings Once you change the setting withing Kerbal Engineer, you have to open up the toolbar settings to show the icon. It starts out hidden by default. -
Two drums and a cymbal fall off a cliff.
Superfluous J replied to Whirligig Girl's topic in Forum Games!
I wish I could remember the joke about the heating vent, it's pretty grate. -
While this would be nice (and as usual there are at least 2 mods for that) it's not as necessary for my play style. I only accept contracts that I'm going to complete, and when I'm in the VAB I don't care what they pay out any more. I already made that decision. However I think the whole "every building gets one thing" paradigm is flawed in this way. There should be a fully functional contract widget that's available to pull up at any time, and review, accept, decline, or cancel contracts. Yes, even while you're landing on Mun (though I don't suggest you try). Same goes for hiring Kerbals and futzing with strategies. VAB and SPH are unique, sure, but the rest of the screens don't need dedicated full-screen windows that take multiple clicks to get to. They need a single button in the taskbar. Tracking station, too, with the difference that it should be a toggleable mode when you're in the map.
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If 2 nukes is efficient for (say) 100 tons, 4 is efficient for 200 tons. 2 is not a magic number. Either it's 1 (because you can't go smaller than that) or the number is fluid. I personally add a 2nd, 3rd, 4th, etc LV-N and check what KER says. If it doesn't look like I'm sacrificing too much dV for the added TWR, I go for it. If it doesn't seem worth it, I don't.
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How should Reaction Wheels work?
Superfluous J replied to Supernovy's topic in KSP1 Suggestions & Development Discussion
The angular momentum of a closed system must remain 0. I can't see how, if the two 1-mass cubes have the same "spin" inside them in Unity (I'm assuming this is an abstraction), the two 5-mass conglomerations of 5 cubes can't also have the same spin. Are those sets of cubes nailed down? Or is the 1-mass spinning cube actually 1 mass unit and then you added a 1 mass unit spinny ball inside it, making it actually 2 mass units? Something is wrong with the simulation, I think. I'm no physicist and I'm not saying you're trying to trick us, but this seems impossible to me. I'd be much more comfortable with a real world test, though I'm having trouble coming up with one. The closest I can come up with is a free spinning wheel (like a bicycle tire) with something motorized attached to it, and a counterweight exactly equal to the motorized attachment so you can keep the mass of the system equal and the center of mass on the axle. Move the motorized part (and its counterweight) back and forth on a spoke of the wheel and record the rpm of the wheel as it's spinning up. Do it 3-5 times each way and compare the data. [/always preferred experiments to deduction] -
That may make it hard to keep the contest up.
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Massive psychological experiment in the KSP forums.
Superfluous J replied to gmpd2000's topic in The Lounge
Well I'm not the one who asked the question... I personally would rip my shirt off and run across the room, leaping into the car and using my burly man-muscles (of which I have few if not several) wrench the whosamawhatsit from the thingamajig, stopping the train mere moments from where it would hit the 4 people. Of course, one of those is a very fair maiden who will no doubt be quite appreciative. And I don't even need to "what if" that. It happened last Thursday. -
Rocket Falling Apart on Launchpad
Superfluous J replied to GiantTank's topic in KSP1 Gameplay Questions and Tutorials
Yeah there comes a point where you have to start constructing in space -
I did some building and testing of Astro-Glider 2, which is poorly named because this time, we're flying under power.
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That sounds annoying for sure, but what do you expect when trying to fix a bug in the game with a workaround? I don't think - from a user's perspective - that it would be a problem. People don't rename or change careers on their guys THAT often, so a little alert (or just text in the gui) saying it'll save and reload your game a few times would be perfectly acceptable to me.
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How should Reaction Wheels work?
Superfluous J replied to Supernovy's topic in KSP1 Suggestions & Development Discussion
Decades ago while I was in school, we used a flywheel (Literally a bicycle wheel with handles for an axle, so you could hold it by the center and get it spinning very fast) and an office chair. Sit in the chair, have someone spin up the flywheel and hand it to you. Then futz about with and and see what happens. Not perfect but it does show you how you still rotate around COM even if you hold the flywheel way out at arm's length. -
Marriage is overrated. Don't fix something that isn't broken. (Been married. Never will again. Happy to date my current girlfriend until the day we die)
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Massive psychological experiment in the KSP forums.
Superfluous J replied to gmpd2000's topic in The Lounge
The question is not if you would freeze up or act. It was what would you rather do, act and cause 1 death or not act and cause 4? If I was in this situation and froze up and 4 people died, it would not be my fault but I would blame myself for life. -
Massive psychological experiment in the KSP forums.
Superfluous J replied to gmpd2000's topic in The Lounge
Pull the lever. Not pulling the lever when you could is not "not making a decision." It's deciding to kill 4 people you could have saved. -
Squadcast Summary (2015-02-14) - The Valenti-nope Edition
Superfluous J replied to BudgetHedgehog 's topic in KSP1 Discussion
Makes it all the better that you got it out! And yes, it is sad that a volunteer's work is the lone backup. -
Your pictures have neither of those things, and they look (as you say) like females. I especially like the 2nd one. I hope she's running the show in 1.0. To keep with the lore she can be Gina Kerman.
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I don't understand why it's not working for you programmatically. I've renamed a dozen Kerbals to various "Kerman:):)" combinations in my personal save and without more than 5 or so smiley faces I've been able to set each guy's name and profession to what I want. Can't you just* have a "rename" button that, once you type the name you want keeps renaming the guy (internally, not visibly in the game) and checking his profession? (example, not based on real data in the game) Gene Kerman is an Engineer I click "rename" and make him Fred Kerman You check, Fred Kerman is a Scientist. You change his name to Fred Kerman:) who is also a Scientist. You change his name to Fred Kerman:) who is a Pilot. You change his name to Fred Kerman:):) who is an engineer. You set the actual guy's name to Fred Kerman:):) which looks like Fred Kerman in the game, is an engineer, and makes everybody happy. It could even work if I wanted to change Gene Kerman from an Engineer to a Scientist, just keep adding 's to his name until you get the right profession. *Caution! Non-programmer using the word "just" to describe how easy code would be!
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I know exactly how you feel. Less than 2 weeks ago I put to sleep a cat that was a constant companion for 16 years, after trying to better him for about a month as well. My heart goes out to you.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
There's a config setting that can turn that off, somewhere in options. I also thought it defaulted to off but it's been a while since I dealt with the defaults. -
Two drums and a cymbal fall off a cliff.
Superfluous J replied to Whirligig Girl's topic in Forum Games!
I keep thinking of ones similar to the one just posted. How can you tell which band member is the drummer? He's the one hanging out with the musicians. -
STOP! Kerbin time....
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Two drums and a cymbal fall off a cliff.
Superfluous J replied to Whirligig Girl's topic in Forum Games!
Grrr I was going to do a similar one. Oh heck nobody would laugh anyway so here goes: A guy with two small children walks into a bar... ...the kids walked under it. -
I never said they were wrong. I said they have caused more problems than they're worth. You don't need to know the argument of your periapsis and thinking you need to get your actual periapsis argument to equal that of the contract makes one of the simplest and most profitable contracts in the game into something esoteric and unfathomable. To start. As with all things, if you do it this way long enough you'll learn how to get the numbers to move in the way you want them, and slowly get an intuitive sense of them the way you'd have been able to intuitively eyeball it on your very first try if those numbers hadn't led you down the wrong path in the first place.