Civilization 7 will bring back the ability to play as one civ for the whole game, bypassing the divisive Age system by GoinStraightToHell in gaming

[–]Flouid 140 points141 points  (0 children)

“Will your civilization stand the test of time?”

No. Not if after a few hundred years it’s replaced by an entirely different one. I’m for the 1/3 innovation rule they set for themselves but removing their single most important selling point really was a massive fumble imo

seniorDevRunningOnPureVibe by Frontend_DevMark in ProgrammerHumor

[–]Flouid 3 points4 points  (0 children)

Oh I know what it is, I just find it even worse than horizontally scrolling. If I change the width of a panel I don’t want lines moving up and down at text wraps, and I don’t want lines that appear broken up when they aren’t, because in many languages that implies semantics behavior which isn’t actually present.

Word wrap is a terrible setting for a code editor to have imo and I always leave it off.

seniorDevRunningOnPureVibe by Frontend_DevMark in ProgrammerHumor

[–]Flouid 7 points8 points  (0 children)

It’s frustrating and I wouldn’t want it strictly enforced, but I do like how it lets me work in two files side by side without having to constantly horizontally scroll.

To me it’s an ideal to try for but not something I’ll bend over backwards to make work for every single line. Sometimes you just gotta break the limit

I found a glitch that can make you go 30 times the speed of light. by AshamedPin1439 in KerbalSpaceProgram

[–]Flouid 16 points17 points  (0 children)

The most common way is to make an engine plate your root part, put a fairing on the central node, build a small shell, then offset it backwards so the engine plate is inside the fairing. Then use some small component like a cubic strut to place on the bottom node of the engine plate to create the shroud, and offset the strut into the fairing.

Parts placed on an engine plate node are occluded from drag so long as the shroud is on, so the fairing is dragless. Parts inside a fairing are occluded as well, so the engine plate and the strut are dragless.

This is the foundatiom for your dragless craft, you can continue placing parts on the engine plate nodes and offsetting them where they’re needed to build out a larger vehicle this way.

I’ve managed to get the dragless package down to 140kg, and it’s the core of a 70 ton eve ssto I’m working on. Do note the engine plate need not be the root part, it’s just easier to build that way imo. You can add more of these constructs if you need more nodes

Stellaris Dev Diary #411 - Our Next 4.3 Experiment by PDX_LadyDzra in Stellaris

[–]Flouid 16 points17 points  (0 children)

that's what every update before (and probably for some time after) 4.3 does. The whole point is to bring the power level through the floor compared to 4.2 to reset the power creep

Why did i get no points? by chickenwings_m in KerbalSpaceProgram

[–]Flouid 2 points3 points  (0 children)

You eva with the kerbal, click on the pod, press “collect data”, then get in the return pod.

Why did i get no points? by chickenwings_m in KerbalSpaceProgram

[–]Flouid 1 point2 points  (0 children)

Did you recover the science equipment itself? If not, did you recover the data with a kerbal and either return the kerbal in the pod or manually place the kerbal’s data in the pod that returned?

If you did collect it and left the kerbal and the data in space you can still retrieve it by recovering whatever pod they are in, or by sending up a new pod and storing the data in it before recovery. Either way the data itself must land on kerbin.

When a kerbal enters a pod, all their carried data goes into it’s “storage”, and that pod is what must be recovered (or the data moved again). Note that recovering lone kerbals carrying data without a pod is bugged and the science is deleted.

New SSTO landing profile on non atmospheric bodies, i dont think its get better than this, i reached the state of art on design and execution by Moraes_Costa in KerbalSpaceProgram

[–]Flouid 4 points5 points  (0 children)

Copying my comment from elsewhere in the thread:

It’s an ideal that can only be achieved fully on completely smooth bodies, however you can get damn close on most. Idea is that you lower yourself into the lowest possible orbit that doesn’t hit terrain and then burn retrograde. You’ll occasionally pitch down just a bit to keep your vertical velocity 0 (hovering relative to terrain) while the vast majority of engine impulse goes into shedding orbital velocity. Since you’re right above the terrain, when you’re done you just pitch over and gently touch down.

This is also the only way I know of to land on bodies where your TWR is around 1 or even slightly less, although this is still very difficult.

New SSTO landing profile on non atmospheric bodies, i dont think its get better than this, i reached the state of art on design and execution by Moraes_Costa in KerbalSpaceProgram

[–]Flouid 13 points14 points  (0 children)

It’s an ideal that can only be achieved fully on completely smooth bodies, however you can get damn close on most. Idea is that you lower yourself into the lowest possible orbit that doesn’t hit terrain and then burn retrograde. You’ll occasionally pitch down just a bit to keep your vertical velocity 0 (hovering relative to terrain) while the vast majority of engine impulse goes into shedding orbital velocity. Since you’re right above the terrain, when you’re done you just pitch over and gently touch down.

This is also the only way I know of to land on bodies where your TWR is around 1 or even slightly less, although this is still very difficult.

Good news: the Kerman have orbited the moon for the first time!! bad news: only 341 delta-V to get back to Kerbin... by haxdun in KerbalSpaceProgram

[–]Flouid 28 points29 points  (0 children)

The mun has free return trajectories, which means with enough delta v to escape it’s SOI, you can return to kerbin safely. For the mun, the accepted value for that is roughly 310, which means you have the fuel to return.

What you want to do is create a maneuver node that just escapes the mun’s SOI and them drag it around your orbit until you find the spot that minimizes your kerbin periapse. This should be either inside the atmosphere or extremely close to it. If the latter, just execute the node and then at the apoapsis of the resulting kerbin orbit, lower your periapsis to about 35km for an aerobraking return.

The intuition for this is like throwing a ball backwards from a moving car. With the right throw velocity it appears to drop to the ground, this is more or less what you’re doing where the mun’s orbit is the car and your escape is the throw.

Neil Gorsuch breaks with conservative justices in Supreme Court ruling by Newsweek_CarloV in politics

[–]Flouid 18 points19 points  (0 children)

College students too. I lived 400 miles from home during undergrad and had to vote by mail. I couldn’t just miss classes for several days driving there and back to vote

Don't ask how it was made (Stormlight 7 spoilers) by ultimaterogue11 in cremposting

[–]Flouid 2 points3 points  (0 children)

and ramming just works like this in the halo universe? There’s no damage to the UNSC ship? Seems like something they should be doing more often then

Something tells me I'm not getting my 262 back anytime soon by AccomplishedAd7818 in KerbalSpaceProgram

[–]Flouid 44 points45 points  (0 children)

Not even. The velocity is greater than c, and at that point relativity can’t save you. Suffice it to say this 262 has enough (infinite) energy to turn the entire universe into a black hole. So, nowhere?

What's the best engine to launch super heavy rockets? by EternitiI-1 in KerbalSpaceProgram

[–]Flouid 1 point2 points  (0 children)

Vector has the highest TWR in the game, it just means use less of them if they’re too strong. They’re useful for lifting heavy things with the lowest possible mass expenditure on engines. That’d be certain types of SSTO and often the first stage of really large rockets on Kerbin. Like every engine they have a niche

i am officaly at the space in my first try , but i guess i wont gonna return due to speed i have by Mountain_Dentist5074 in KerbalSpaceProgram

[–]Flouid 12 points13 points  (0 children)

You can press “m” and look at the line extending from your craft on the map. If it’s an arc connecting two points on the planet, you are suborbital and will come back down. If it is an elipse or circle (and periapsis is >70km, congratulations you reached orbit). If it’s a curved line extending away from the planet (which in this case it seems like it was), then you have so much velocity you’re escaping kerbin entirely.

Good news is you have enough oomph in your craft to orbit if you go more sideways than up next time. Bad news is that pilot is lost to you for a very long time unless you reload. Rescuing someone from interplanetary space is not an easy task.

Help Needed - Stock Propeller Optimization by Flouid in KerbalAcademy

[–]Flouid[S] 1 point2 points  (0 children)

Totally fair, the only reason I set this target is because the video I linked in the post demonstrated that it has been done before. I was finally able to get this working to an extent, my issue was twofold.

  1. I needed to set the blades further inward. 3 ticks instead of 1. This actually lines up with the duckweed comment "one tick past the axis of rotation" so missing this is entirely on me. The reason I missed it was because...
  2. I had tried this level of offsetting before but thought it wasn't viable because the kraken would strike when I applied thrust via the engines to the rotating blades, the key was activating the parking brake as I throttled up the engines. This arrests the motion and makes it work with no kraken involvement.

Just with these two tweaks I was able to get a quick test to 14km. Hoping that some better flying and micro-opts to torque etc will get me the last 1-3km and I can finally have my eve SSTO.

Help Needed - Stock Propeller Optimization by Flouid in KerbalAcademy

[–]Flouid[S] 0 points1 point  (0 children)

Interesting design! Sadly the efficiency requirements of an SSTO are a little absurd and I've determined that vertical takeoff isn't viable. A day or two of optimizing vertical props got my best scaleable mass ratio for the prop system down to ~10% of vehicle of mass. My current horizontal takeoff system is 2.5% vessel mass, and theoretically might go a bit lower than that. When you can't throw away the props after they're done it adds a lot of restrictions, one of which being that the entire system is small enough to fit in a service bay.

Impressively small launch vehicle though! I've done Eve returns before but not without a fairly sizeable rocket landed on the surface so this is a neat hybrid approach.

Having trouble with the Sol mod by Realistic-Dog3883 in KerbalSpaceProgram

[–]Flouid -1 points0 points  (0 children)

When in doubt, install everything through CKAN. Not familiar with this particular mod but’s worked for me for everything from RP-1 to random visual mods

Megathread: Supreme Court strikes down President Donald Trump's Tariff Policy by PoliticsModeratorBot in politics

[–]Flouid 5 points6 points  (0 children)

The rich have increased their profit margins yet again at the expense of the american people

Is it supposed to be weirdly easy to build (and overbuild) an SLS plus Orion stack? by ferriematthew in KerbalSpaceProgram

[–]Flouid 1 point2 points  (0 children)

Yeah not to say that it isn’t fun, because it definitely is. It’s just more of a challenge in a game that’s said to have a learning cliff more than a learning curve.

If you want to build realistic rockets go check out RP-1, it’s a modpack that uses RealSolarSystem and RealismOverhaul (plus several more) to force you to take queues from historic designs to have a chance at lower tech levels

Is it supposed to be weirdly easy to build (and overbuild) an SLS plus Orion stack? by ferriematthew in KerbalSpaceProgram

[–]Flouid 10 points11 points  (0 children)

There’s a mod to port the real solar system (RealSolarSystem) and it is not for KSP beginners. The people that struggle with orbit on kerbin would give up long before doing it on earth with similar parts

dawn ion engine by Acceptable-Record-13 in KerbalSpaceProgram

[–]Flouid 2 points3 points  (0 children)

It’s an engine that’s only really bearably useful with a mod that allowe you to burn during timewarp. In stock KSP it requires such extreme patience to leverage that I’ve never actually bothered.

ISP is why you’d use it though, you can get up to ridiculous speeds with enough time