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Superfluous J

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Everything posted by Superfluous J

  1. I'm unapologetically watching 1899 with the English dubs on everybody. If I want to read everything everybody's saying I'll pick up a book. Yes they're poor in a lot of places but they've a lot more emotion than letters on the screen, and now I get to see what's happening AND know what people are saying. At the same time!
  2. No clue how this one got stuck in there but hopefully this will dislodge it.
  3. Never bet on me, because you and the next person will lose. To keep the game going I'll pick someone at random and choose @Master39
  4. I don't know what miklkit is talking about, but if you just run the KSP executable it won't run the launcher. Hopefully KSP2 will have a similar option.
  5. To be fair it had at LEAST 0.0001 considerations for tuning to what you want. Viewing and not accepting a contract has a minuscule affect on if that type of contract, or contracts for the world mentioned, will show up in the future. Declining a contract has a similar and slightly less minuscule affect. EDIT: Hmm grammar is escaping me here. Less minuscule or more minuscule? Which one is bigger? That's what I mean. Declining a contract has a bigger - albeit still way too small IMO - affect.
  6. 1. Discussing science. 2. Discussing Star Wars. Pick one.
  7. I don't know about a mod for that, but do you know you can right-click the part before you want to run the test, and then click on the pin icon so the part action window stays up? That way, you can have the mouse hovered over the "run test" button waiting for all the conditions of the contract to be met.
  8. I do. Remove half of your mods. Start the game and see if it's broken still. If it is, you narrowed it down to the half of the mods you have installed. If it's not, you've narrowed it down to the half that you removed. Repeat with that half until you're down to 1 mod. Sounds daunting - and it kind of is - but it's really not that bad. Even if you have 100 mods you only need to cut it in half 7 times to find the one mod causing the problem: 50 mods 25 mods 13 mods 7 mods 4 mods 2 mods 1 mod
  9. Personally, the official date for KSP2 has killed all desire in me to play KSP1.
  10. No it was a thing where you could make a custom Kerbal that looked like you. I started in 2013 and it was already not available then.
  11. I think not only should they work in time warps, they should work when you're not even watching the craft. And by "should" I don't mean "they should do this," I mean they actually will. Why? Because they've already told us acceleration in warp is a thing. You can't have acceleration in warp if you can't make a ship hold a heading. Well you CAN, but it's far less useful.
  12. I got pulled over by the KSP (Kentucky State Police) and told them that I bought Kerbal Space Program before the cutoff date so my ticket should be free.
  13. Exactly as pointless as (but much easier than) coming up with actual specs based on speculation and conjecture. Are you saying you expect any random (though not every single) computer that can comfortably run Cyberpunk, to NOT be able to run KSP at least on minimum specs?
  14. There's a Blood Moon Lunar eclipse going on right now. Go outside and see it if you can it's neat. But yesterday in the shower I realized it was happening on the morning of a major election in the US. THATs not ominous or anything.
  15. I'm pretty sure they mean they want you to WANT to play for 1000s of hours.
  16. Also note for every body the experience levels are exclusive. Planting a flag is worth X points, Orbiting is worth Y points (with all other states having different points as well, this is just an example) When you plant a flag your Kerbal has X points of XP for that world, not X+Y. So really, if you're going to land and plant a flag, the rest doesn't matter.
  17. To be 100% clear, I was not complaining. I was admitting.
  18. As a user who changed his name, I can attest to this exact thing happening 100% of the time. At least 100% of the time I did it.
  19. I've wanted "planning nodes" for... well... ever. Since I learned that single-burn maneuvers (as opposed to the "get out of the SOI, then burn to the destination") were preferred from a dV perspective. I've not defined a "planning node" in at least 6 months so here goes. It works just like a maneuver node, but you do it on the planet's orbit. You can drag it around, jump to next/previous orbit, etc just like maneuver nodes. Then when you get an encounter with your target world you can set an alarm for that time, launch a ship, and then have the game adapt that node to your ship, so your ship leaves the planet's SOI as close to the same way the planning node went. It won't be perfect, but then you can learn all about mid-course corrections and the difference between having a plan and executing it. You could even have such nodes automatically placed for upcoming transfer windows, or the game could do it in the background to come up with contracts (or whatever KSP2 has that would apply) for those worlds.
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