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KSP2 Release Notes
Everything posted by Superfluous J
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If a single molecule of water is not wet, then what about 2 molecules of water? I mean, if I had a drop of water on me I wouldn't say I was wet. Somewhere between 1 drop and being submerged in water is when I would become wet, and similarly somewhere between 1 molecule and an ocean, you could say that water would be wet. It's like the "how many rocks are in a pile of rocks?" If you have a pile of rocks, and remove a rock, it's still a pile. Until some point that pile of rocks vanishes and becomes just some rocks. Many conundrums here.
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With KSP1 it doesn't matter. We won't know with KSP2 until release day, unless they happen to tell us. I recall them saying KSP2 would be as DRM-free as KSP1, but that was 3 years and 2 companies ago so I'm not willing to bank on that.
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Kerbal Space Program 2 Release into Early Access Feb 24th
Superfluous J replied to Intercept Games's topic in 2022
If you don't trust them to use the industry-standard definition of Early Access you shouldn't trust them with anything. That wouldn't just be miscommunication, it would be misinformation. I'd go so far as to call it a downright lie. -
Kerbal Space Program 2 Release into Early Access Feb 24th
Superfluous J replied to Intercept Games's topic in 2022
No it's $50 for the unfinished game and IF they release the complete game later you get that free. Doesn't matter how likely that is, it's still an IF. Never buy a game based on what it might become. Buy it based on what's there right now. Even KSP2. (All IMO) -
Does KSP2 need Kerbal classes and experience?
Superfluous J replied to Pthigrivi's topic in Prelaunch KSP2 Discussion
It makes the game more fun. I'm not saying it does, but that's the only answer that makes sense. -
Kerbal Space Program 2 Release into Early Access Feb 24th
Superfluous J replied to Intercept Games's topic in 2022
See you think you have it bad? BigStar Aerospace has to play it on a CONSOLE. -
Does KSP2 need Kerbal classes and experience?
Superfluous J replied to Pthigrivi's topic in Prelaunch KSP2 Discussion
You really HAVEN'T played in a while have you? KAS is essentially in the game now, and you need Engineers to do it. -
The advantages of launching straight up
Superfluous J replied to farmerben's topic in Science & Spaceflight
This is not strictly true. You can make a rocket for which it's true, but for each of those you can make a cheaper one that goes to orbit first. -
This looks likely to be a problem: NullReferenceException: Object reference not set to an instance of an object at News+<GetNews>d__4.MoveNext () [0x00130] in <430de56ad0f94f6ba23dca9efcbd2d75>:0 at UnityEngine.SetupCoroutine.InvokeMoveNext (System.Collections.IEnumerator enumerator, System.IntPtr returnValueAddress) [0x00026] in <12e76cd50cc64cf19e759e981cb725af>:0 I have no idea what it means and a Google search doesn't turn anything up. My only suggestion is to remove all of your mods and start the game, to make sure it's not a game problem. If it is, then we'll know something. If it's not a game problem it's a mod problem. Remove HALF of your mods, then try to start the game. If it starts, you know the offending mod is in the list of mods you removed. If it fails, you know the offending mod is in the list of mods you kept. Repeat this process with the list of mods that has the problem, until you've narrowed it down to 1 mod that is causing the problem. This sounds daunting but it's really not. You have 86 mods so you only need to cut them in half 7 times before you're down to 1 (86 to 43 to 22 to 11 to 6 to 3 to 2 to 1)
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Orbital Decay Bug
Superfluous J replied to Grenartia's topic in KSP1 Technical Support (PC, unmodded installs)
Your ship may be pushing on itself in an odd way. Could you post a pic of the ship in orbit, to imgur or wheverever and share a link? Also there was an old bug where this happened, and they added a setting for it. I don't recall the name but it's defaulted to on. If it's off turn it on. If it's on turn it off and see if that helps. And if this sounds like "turn it off and then on again" yeah that's about where I am on this one -
totm oct 2022 The All-Contract Challenge
Superfluous J replied to Scarecrow71's topic in KSP1 Challenges & Mission ideas
I hate to do it but I'm going to bow out now. I have no doubt I could complete the challenge but with the announcement of KSP2 (even 4 months in advance) I've lost all desire to play KSP. The last thing I want to do is be burned out on KSP when KSP2 drops, even if I don't end up buying it right away. Anybody who is NOT feeling similarly, though, I wholeheartedly recommend this challenge as it was very fun and got me doing things I'd never do in a career otherwise. -
Not sure why this is doubtful. I wouldn't be surprised, but I wouldn't be surprised if you couldn't either. I understand they have to follow all on-rails ships that could change SOIs but if you have none, there is no technical reason you couldn't just time jump 40 years instead of traveling through that time.
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Integrated MM means though that players can more easily modify the game themselves without relying on others' mods. I feel that's an important distinction. Sure, it's still modding but if all you want is some tiny change it's a far easier - and safer feeling to the player - step to use the in-game module manager than it is to install a mod (and maybe a mod manager like CKAN or R2ModMan or (ick) Thunderstore).
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I have this concern as well, but the moment they release the game (EA or not) that ship has launched. Modders WILL mod the game, and yes they WILL release (buggy, incomplete, unbalanced) features before the devs can complete them (in a less buggy, more complete, and more balanced way). The only way to stop this (which I would have preferred but nobody asks me, and yes I understand about money and time and bla bla bla) is to complete the game before release.
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help with rover repair mission
Superfluous J replied to farmerben's topic in KSP1 Gameplay Questions and Tutorials
You could use either Waypoint Manager or NavHud, both of which allow putting waypoints on the main screen. -
I have 2 words for you: Eff Five And that's not just for docking, do it right before anything difficult and/or dangerous. For docking in particular, I do it once I've got my two ships near each other with their docking ports facing each other, right before I start final approach. Eff is too a word! That must have been tough getting them docked to Duna. Ba dum, ching! I'll see myself out.
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They spent KSP1 dev time writing these things that the community had already created and maintained. Many of them continue to be maintained years after. This is an incomplete list of course: FAR Resource gathering (many different mods) PreciseNode Kerbal Alarm Clock I'm getting sick of thinking of things but 4 is enough I think. The existence of a mod doing the thing should not prevent the dev team from making an official version of that thing. Though I do agree it should be available from the start if only so the inevitable mod version can expand on it, instead of being a totally separate thing.
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This is what I think. I expect basic modding support will be in the game from day 1 - a Gamedata folder or whatever where you can put mods and they'll load but it'll be up to the modder to do all the work making their mod work with the game. Maybe there will be some APIs. Maybe they'll be documented. But I expect an integrated version of ModuleManager (which is what I - as a weekend warrior modder with no real coding talent - am most wanting) is a long way off.
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I'm glad I bit then. The important thing to me (and if I must assume, the OP as well) has nothing to do with the Kerbals being logically constructed from a biological perspective. The important part to me is that anyone should be able to see a Kerbal that could be them, that is different from but equal to all the other Kerbals that don't remind them of themselves. ...and then accidentally kill them during landing.
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I'll bite. I expect them to - as they do now - show in their cartoonish way male and female features. I hope they will - as they do not do now - allow the mixing of those features so they better represent the Humans that play the game. Exactly like the addition of female Kerbals did years ago. I expect them to show exactly as much use of the bathroom as they currently show private body parts of the Kerbals. I don't think we need to see Jeb [explete]ing an [explective] into a bowl to know he's [explete]ing [expletive]s, just like we don't need to see Val's [expletive]s to know they are fundamentally physically different to Jeb's [expletive]s. I would like to see Life Support not implemented, but from what I recall that ship has sailed and it will be in the game in some form. In that case, I'd like a method to address waste to be in the game, implying that Kerbals do in fact produce it.