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Everything posted by Superfluous J
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[1.12.x] KSP Alternate Resource Panel v2.11.0.0 (April 10)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
This mod does not get in the way of this stock functionality. I have it installed and have on multiple occasions transferred fuel both from and to one tank both into and out of multiple other tanks. -
Squadcast Summary (2015-01-31) - The 'Wait For It..' Edition
Superfluous J replied to BudgetHedgehog 's topic in KSP1 Discussion
To those who refer to pretty much any resource system proposed or used (Including both Kethane and Karbonite) as terrible, unrealistic, unfun, and a sign of the apocalypse akin to dogs and cats living together, is there a proposed system you DO like? Why? Is it ridiculously complicated? Just terribly complicated? Merely complicated? I am truthfully curious here. I don't really like how Karbonite allows you to just spit out all you need to fly rockets, but I don't want to need degrees in geology and chemistry to set up a Minmus base. -
My girlfriend just surprised me with a KSP themed birthday
Superfluous J replied to JordanL's topic in KSP1 Discussion
That right there? That's what we call a keeper. -
I kinda like this idea, but it does add an extra resource which seems to be against the mantra. But if that catalyst is there INSTEAD of Kabonite or whatever, then yeah I think that's cool. I really like the idea that you have to mine stuff from different places. So you can't just plop down, suck some magical stuff from the ground, turn it into all 4 different fuel types, and then blast off again to the next area with more inifnite, free fuel. I also really like the idea of getting your ground bases set up, doing a single mission up and down to a space station from those bases, and then having the game assume you are capable of doing that busy work so your refueling station is just always full of fuel. This way, you can make the setup and implementation fairly complicated and more difficult to achieve, without introducing the grind of "Oh great I have to make 3 round turn trips in this 100% vetted system simply to fill up my massive Jool-bound mothership."
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Squadcast Summary (2015-01-31) - The 'Wait For It..' Edition
Superfluous J replied to BudgetHedgehog 's topic in KSP1 Discussion
I enjoy FAR. I didn't enjoy NEAR because there was zero UI, but I actually preferred the slightly simpler modeling of NEAR to FAR. I think, if NEAR had the sort of graphical feedback in the VAB that FAR had, I'd have stuck with it (which is - I suspect - the point in not having such feedback in NEAR). If it had what Squad is suggesting they're making, I would be ecstatic. If the new system is reasonably accurate, has this suggested UI/feedback system, and flying planes is intuitive and fun... then damn straight it'll cut it for me. Why should that indicate how unmoddable an upcoming feature may be, while the very existence of things like FAR (which essentially cut chunks of the game out and replace them with completely new stuff) not show how potentially moddable it will be? Also, why should how terrible the tech tree is to mod (which it is, and which I hope is on the list of things to change for 1.0) hold more sway than the very words of the guy working on the system you say won't be moddable? He specifically said it would be. Not it might be. Not he's hoping. It will. I personally am willing to take him at his word. -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Superfluous J replied to Yemo's topic in KSP1 Mod Releases
Like Apple. You can't eat their products. Liars. And Windows. They're trying to trick you into thinking your computer screen shows you what's going on outside. And don't get me started on Grape Nuts... You are vastly overexaggerating this, either in your mind or in your words just to make a point. If he'd called it "K.A.R.B.O.N.I.T.E." or made the initials KER or another common KSP mod or system's name, then yes he would be out of line. But there is no function for searching for aliens in the game, no reason to, and they' wouldn't be called "Extra-Terrestrials". Your argument holds as much water as those I posted above.- 2,515 replies
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Squadcast Summary (2015-01-31) - The 'Wait For It..' Edition
Superfluous J replied to BudgetHedgehog 's topic in KSP1 Discussion
While I'll miss putting 48-7Ss on everything, it'll be nice to use other engines in... well... all situations ever. Great recap as always OWK, thanks for doing it! -
How to show "What you did": Mission Profile Notation
Superfluous J replied to Thunderous Echo's topic in KSP Fan Works
Looks good. Can't wait to see it in action. -
The most defining moments in KSP early access
Superfluous J replied to One-Way Films's topic in KSP1 Discussion
My biggest memories are, in no particular order: Tossing wings on that asteroid and landing it First successful Eve landing and return. Building an entire Kethane industry on Mun and Minmus for a rescue attempt with my first ever interplanetary ship, which I sent to Moho because hey, why not Moho as a very first interplanetary target ever? -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Superfluous J replied to Yemo's topic in KSP1 Mod Releases
I would assume the modder wanted to draw the viewer's eye. Which seems to have worked overly well in your case- 2,515 replies
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How to double post when making a release thread?
Superfluous J replied to Yemo's topic in Kerbal Network
It's in the vBulletin code to do that. If you're writing your own webpage you can pass it as a parameter to the anchor tag. It's been a while but let me see if I can find it... ...ah here it is, if you add target="_blank" to an "a href" link it'll open in a new page, or a new tab if your browser was written after about 2002. vBulletin for whatever reason puts that in [noparse][link][/noparse] tags but not in the "#30" links on the right side of our posts. Of course that's more a how it happens, and not a why it happens - - - Updated - - - Oooh very cool. This old dog has learned yet another new trick. -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Superfluous J replied to Yemo's topic in KSP1 Mod Releases
Other than the fact that that's the acronym of the 4 words in the mod name, sure.- 2,515 replies
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How to double post when making a release thread?
Superfluous J replied to Yemo's topic in Kerbal Network
Proponents of this and the mods seem to be talking around each other. The mods ask why you want it, and the proponents say they want it to make 2 consecutive posts. Then the mods ask why they want to make 2 consecutive posts, and the proponents say so they can have 2 consecutive posts. What purpose is there in having that 2nd post? Other than it's nice to have? What exactly do you want to put in that post that can't go in the original post? Note: I say this as someone who has a thread with 2 consecutive first posts and I use them to hold distinctly different information. So I know it's nice to have, but I still don't know why it's NECESSARY to have. Why would it be so bad if there was a "oh cool this looks fun!" posts between my first and second posts? -
[1.3.x] SETI, Unmanned before Manned [Patreon]
Superfluous J replied to Yemo's topic in KSP1 Mod Releases
While I'll agree that the acronym is slightly deceiving, you may want to re-read both the subject line of the post and the first line of the first post. Here let me past them here: [0.90] SETI - BalanceMod - Scope, Economy & Tech Integration, v0.7.0, Jan 28 The Scope, Economy & Tech Integration - Balance Mod combines and tweaks existing mods to provide a somewhat coherent gameplay experience. Seems pretty open and non-obfuscated to me.- 2,515 replies
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Why not test it? [noparse][goto=test]Goto the test![/goto] 1 Not it 2 Not it 3 Not it 4 Not it 5 [line=test]The test[/line] 6 Not it 7 Not it 8 Not it 9 Not it[/noparse] Goto the test! 1 Not it 2 Not it 3 Not it 4 Not it 5 The test 6 Not it 7 Not it 8 Not it 9 Not it Looks like it works to me
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There is no "I use it to fix broken or illogical things in the game, and to test stuff" option so I'll abstain. Last time I used it - as an example for you - was when my "Deliver 450 units of Karbonite to Kerbin" contract didn't complete because after I landed, I didn't wait 10 seconds before recovering the vessel. Seriously. Maintain stability for 10 seconds is a requirement. What, so after taking a drilling station up there, drilling it, sending a ship, fililng it up, an getting it home, you want to make sure I didn't skimp on the landing legs? Whatever. Alt-F12, completed that contract without a qualm.
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How to double post when making a release thread?
Superfluous J replied to Yemo's topic in Kerbal Network
I have 2 suggestions for you. One is almost guaranteed to work, the other is assured to. Post a new thread in the Videos section talking about a new video. You probably don't even need a link to it but you can link to someone else's first video if you must. Say you're new and ask for feedback on the quality. This will assuredly keep people away. Then edit it later once you've gotten your double post in. Then request a mod move it. Use the goto function like they've been telling you. Put a "table of contents" at the very top of your post with gotos to each section. Really, the Goto thing is fantastic. I wish everybody used it. -
I don't know exactly why but I love everything about this sentence. - - - Updated - - - While super impressive, this does break the rules of the challenge. Two of your three parts are thrusters. Scratch that. I only started watching when I replied Very cool vid. I like the... interesting way you landed both on Duna and Kerbin
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Contracts are crazy?
Superfluous J replied to MoridinUK's topic in KSP1 Gameplay Questions and Tutorials
Have you left Kerbin's SOI? I have been wanting Ike or Duna contracts and have canceled literally dozens (if not over a hundred) station/base contracts on Mun/Minmus. But nobody has left Kerbin's SOI yet. And to misquote Jay Leno from before some of you were born, refuse contracts all you want. They'll make more. -
Do you feel KSP is ready for 1.0?
Superfluous J replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
One very good reason I can think is, it would take more time. Every major release, they submit stuff to QA about 2 weeks before they release, then they submit to experimentals, then they release, and then they have to fix something that got through QA and Experimentals (though that hasn't happened much). So let's just say 2 weeks. If they make one release, that's 2 weeks. If they make 2 releases, that's a month. 4 releases is 2 months. That's becoming some significant time right there. Is that time important? I don't know. You'd have to ask the people paying the bills and I doubt they'd tell you. -
Do ANY females/girl gamers play KSP?
Superfluous J replied to sedativechunk's topic in KSP1 Discussion
I would hope the population that uses he urinals would be at least a bit more weighted to the male demographic... Actually this thread has (again) shown me how inviting and friendly the KSP community is. There are bad apples in every bunch, but the rest of us aren't letting them spoil US. - - - Updated - - - GET OUT OF MY HEAD No seriously I knew what that video was of before I clicked it. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
Use Kerbal Alarm Clock for a few more days. Every time a higher time warp screws something up, go into the settings and make an auto-alarm for that thing. Your nervousness will soon end and you'll instead find yourself banging on the ">" key with fervor. -
planned mod release, please do not reply
Superfluous J replied to Yemo's topic in KSP1 Mod Development
You could do what I've done before on other forums. You own the first post on both pages 2 and 3. Link directly to those "for more information". They'll be at the top of the screen for the vast majority of readers (except those who change posts/page) which is a strong visual cue for "this is important." -
Do you feel KSP is ready for 1.0?
Superfluous J replied to hoojiwana's topic in KSP1 Suggestions & Development Discussion
Yes, all of those (and the memory leak and all the wonkiness with conic patches) should be fixed in 1.0. If they're not, I'm hopping tracks from the HypeTrain to the ComplainTrain.