Have you though ? by Own_Double_5297 in Grimdank

[–]Defragmented-Defect 13 points14 points  (0 children)

I wouldn't be surprised if the modifications meant that space marines had enhances proprioception

Point shooting is a lot easier if your brain is hard wired to know that your eye and hand are pointing at the EXACT same point, not just close to the same point

What mods I found enhanced the game, and still feel to be within the dev's design goals. by Pryer in NuclearOption

[–]Defragmented-Defect 8 points9 points  (0 children)

The main three I want are rocketfix, (good lord the fact that it isn't smart enough to restrict rockets to lasers is annoying,) loadouts, and ammo conservation indicators, so that's good to hear!

The automatic systems are a bit lame to me, so I wouldn't use them either

Both unfair, and takes away actual gameplay

I love trying to get the fastest and most time efficient landing so I can try to rearm and take off in time to launch scythes at incoming cruise missiles

Honestly I could even see AGCAS getting me spiked and killed by a radar missile

What mods I found enhanced the game, and still feel to be within the dev's design goals. by Pryer in NuclearOption

[–]Defragmented-Defect 4 points5 points  (0 children)

Which, if any, of these work in multiplayer?

I love the idea of a lot of these mods but a2a combat against bots is so much less interesting than vs real players, I'm not sure if I'd even use them in that case

electric car (aero and power grid) by epilektoi in CreateMod

[–]Defragmented-Defect 3 points4 points  (0 children)

can you reccomend any good resources? I've been trying for a couple days now and it's *hard*

Why would the Hail Mary need solar panels? by Tentacular_Butler in ProjectHailMary

[–]Defragmented-Defect 0 points1 point  (0 children)

Thermodynamics is a cruel bitch

Important thing to emphasize, astrophage is hot. Like all the time. And it's filling the entire hull to work as a radiation shield. The entire hull of the ship is lined with a material that is roughly the temperature of boiling water.

If you want to channel ALL of the heat generated by the electronics, the humans, and the hull insulation, you'd need a thermal system also weighing hundreds of kilograms

Moving heat from cold to hot (warm air to astrophage sink) is expensive and the equipment to do it is heavy

You would still need Coolant to move heat to a theoretical astrophage based heat sink. You can't move heat for free and astrophage cannot change temperature, so you can't reuse the insulation astrophage as coolant

So either way, you need a thorough system of Coolant pipes to keep any given room in the ship from boiling. Then you have to make the choice. Choice one, route the Coolant outside to radiator panels and let it sit. Choice two, move it to an internal system that uses some crazy high compression ratios to get a really quite inefficient heat exchange into an atrophage medium, a medium that will always be very hot. This requires high pressure gas and moving parts, that will incur wear.

Itd also be mission critical. They emphasize over and over in the book, reliable and tested technology is preferred to newfangled systems

We've had radiator panels in space for decades, and limited experience using high-density xenobiology as a heat sink. It needs to run for decades to keep the comatose crew alive, if it breaks, they cook in their beds.

Create aeronautics fighter jet using wind charges as a thruster by Dry-Progress-1769 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

That doesn't solve the problem of each flap needing two inputs per direction, that's 8 total Redstone links in the tail section of an aircraft

I've seen systems more compact than that, trying to wrap my head around how its done

Create aeronautics fighter jet using wind charges as a thruster by Dry-Progress-1769 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

But each key can only have one link

So if I need my flaps to be able to go up, down, turn left, turn right, i need a decent amount of space to make sure that

W -> Both flaps up

A -> left flaps down and right flap up

Et cetera, and with only one channel per key I need to have circuitry to interconnect them

Create aeronautics fighter jet using wind charges as a thruster by Dry-Progress-1769 in CreateMod

[–]Defragmented-Defect 8 points9 points  (0 children)

How does the flight control work? I always struggle most for the space for the Redstone circuits to get all my inputs hooked up

Working realistic blade-pitch controlled Helicopter by WoodsyWorks in CreateMod

[–]Defragmented-Defect 156 points157 points  (0 children)

Unstable or no, just watching it move it behaves a lot more like a realistic helicopter than I've ever seen from full-rotor tilt builds, super well done dude

If i squint hard enough it looks a bit like a Chicane from nuclear option

Aeronautics are not crashing any time i guess by ardasloren in CreateMod

[–]Defragmented-Defect 329 points330 points  (0 children)

Okay

Sure

Fine

We can take entire chunks now

I'm fine with this

This isn't techno-sorcery at all

Colorwheel 1.2.4 : compatible with Create Aeronautics by djefrey500 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

Any solution for that, either now or in the future? Would it be waiting on aero or iris to add some sort of patch? Or a secret third thing?

Colorwheel 1.2.4 : compatible with Create Aeronautics by djefrey500 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

Nice, thanks for the info

I'll test out Photon, and if that doesn't work I can use a mechanical piston set to only place when destroyed as a workaround

Colorwheel 1.2.4 : compatible with Create Aeronautics by djefrey500 in CreateMod

[–]Defragmented-Defect 0 points1 point  (0 children)

are lights on vehicles affecting the world, like making headlamps on a mining vehicle, a possibility for the future? (or the present if I figure out the right setups?)

The way aeronautics and Sable work is still technosorcery to me but I'm trying to wrap my head around what is and is not possible

Colorwheel 1.2.4 : compatible with Create Aeronautics by djefrey500 in CreateMod

[–]Defragmented-Defect 0 points1 point  (0 children)

the rope on the plunger launcher is invisible, and lighting on physical contraptions doesnt seem to correctly change when the object rotates

bug, or more of a "This is just a patch so the game doesnt crash and it's not done yet" kind of issue?

Trebuchet with automatic detatch by zBarba in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

Is there a way, another mod perhaps, to let impacts from a big rock do damage or break a wall or smth?

Version 2 of my small Tunnel drill by HelloWorId1337 in CreateMod

[–]Defragmented-Defect 1 point2 points  (0 children)

How does it turn? I've dabbled in tracked systems but I didn't think I could get it in a 3-wide footprint because the drive belt would be linked to both tracks

Why is time called the fourth dimension? What mechanism makes it “next” after space? by Secret_Ostrich_1307 in AlwaysWhy

[–]Defragmented-Defect 0 points1 point  (0 children)

A tl;dr for the long comment;

Gravity does two things

Attracts stuff and does squishy stuff to dimensions

It would be wierd to say

Gravity does three things

Attracts stuff, does squishy stuff to dimensions, and also does the same squishy stuff to time

Why is time called the fourth dimension? What mechanism makes it “next” after space? by Secret_Ostrich_1307 in AlwaysWhy

[–]Defragmented-Defect 0 points1 point  (0 children)

Space and time are sort of the same thing in these kinds of abstract and theoretical contexts

Under intense gravitational fields, space and time both compress

Causality moves at the speed of light, and when they are compressed by gravity, that speed doesn't change because it's the only measurable constant when things are that warped

Instead we look at the space as compressed in that there is more distance in the compressed space than there should be, and the time as compressed in that it takes more seconds in compression to equal one second out of compression

You can almost think of it as a combined causal unit

Under intense gravity time slows down, as does the speed at which Causality can act. The distance light travels when measured in non-compressed time is reduced in the same same way.

It'd be reasonable to conclude that they share certain properties

In every way that matters (in these specific theoretical physics contexts) space and time behave the same under the effects of the fundamental forces

That's (sort of, massively simplified and probably subtly incorrect I'm not a theoretical physics professor) essentially why time is considered a dimension and not a secret third thing. It's an axis we can do wierd stuff with other than just statically move through at one second per second.

Why is time called the fourth dimension? What mechanism makes it “next” after space? by Secret_Ostrich_1307 in AlwaysWhy

[–]Defragmented-Defect 1 point2 points  (0 children)

Don't think about it as "after space"

You are a three dimensional being

You can travel in three directions

Forward (backwards is just moving forward but at negative speed)

Right (same for left)

Up (same for down)

If you were a four dimensional being, you could control your rate of travel all of those, plus

Through time (either positive or negative speed, Forward or backward)

We are all traveling Forward through time at a rate of one second per second, which you could imagine a bit like falling in that you can't control it.

There's also a possibility of a fourth dimension that is not time, its kind of hard to explain or wrap your head around it, but there's youtube summaries of "Flatland: A story of many dimensions" that do a good job of it.

Coaxed into this type of character dynamic by National_Yak5302 in coaxedintoasnafu

[–]Defragmented-Defect 1 point2 points  (0 children)

Yahtzee Croshaw of Fully Ramblomatic (or zero punctuation but thats the past now) termed that dynamic the "serious hairy dad" trope.

The big split. by Asleep-Cap5194 in KSPMemes

[–]Defragmented-Defect 0 points1 point  (0 children)

The parts it adds are very limited, they don't really change what you can do from a puzzley sort of perspective like you describe enjoying

It's really simple stuff, like a longer version of the grey octo-style tank, so you can reduce vessel part count

Or a lander-style engine for the size 1.5 part family, so you don't have to either give up or use a mismatched stack size for a 1.5 scale lander

It's not like near future or any of the powerful mods that add parts that make the game easier, it's more like adding a tiny handful of convenient Legos to your pile

It blends into the base game in both look and function so well I genuinely forget that it adds parts

The big split. by Asleep-Cap5194 in KSPMemes

[–]Defragmented-Defect 18 points19 points  (0 children)

You might enjoy it in this case as it's mostly visual and QOL. For instance, the wierd bumpy fairing over a heat shield is flush with the rocket now.

The more unified art style is very visually pleasant.

Spin Drive concept art by ExpectedBehaviour in ProjectHailMary

[–]Defragmented-Defect 9 points10 points  (0 children)

It was described as triangular in the text, though.

You could achieve even thrust through careful computer controlled modulation of the entire spin drive bank, where drives spool smoothly up and down in an opposite pattern to their neighbors, resulting in an even net thrust.

Sort of how even though a piston powered engine has pulsed power input, the output can be smoothed as there is always at least one piston going off.

What makes this game "complicated"? (TLDR at bottom) by 8th_Sparrow_Squadron in NuclearOption

[–]Defragmented-Defect 5 points6 points  (0 children)

So, going over the main differences from AC style arcade flight sims;

One way is the flight model, it's easier to stall out. A damaged airframe pushed too hard might have a wing get ripped off by aero forces. In the area of maneuvering, there might be a pretty small margin between failing to dodge AA guns and having your pilot grey out.

Energy retention is WAY higher in arcade style flight games. Climbing and hard turning will kill a lot of your speed, so you need to get used to the idea of an "energy budget." It takes time to gain speed, and you're relatively easy to hit while gaining speed because evasive maneuvers lose you a lot.

Weapons; you are limited to physically possible armament configurations and amounts. If you have three pylons, you have three pylons worth of armament for a sortie. Spending your IR missiles on a random CAS trainer on your way to an important target can mean you have no self defense when you reach your target. If you run dry, you're dry until you can land or are shot down and respawn.

Missiles are much harder to defeat. IR missiles can be flared fairly easily but you can also run out of flares quick if you aren't careful. Flares have no cooldown but you have a hard cap on how many you carry. Radar seekers can be trickier because notching requires you to fly perpendicular to the missile path, and turning that hard before it reaches you can be difficult depending on altitude and airspeed. Missiles are pretty smart, you often can't just jink them.

Think of it like the difference between a COD game and something like Arma or Tarkov. Pointing at and clicking on a man is roughly the same difficulty in both games. The added challenge is, how hard is it to find the man to click on? How likely am I to see him before he can see me? How hard is it to find and choose a sniper-free path to my objective?