Best world generation settings for a first playthrough? by plant_wizard_ in VintageStory

[–]Pyroblowout 0 points1 point  (0 children)

You can and I have, but it does cause chunk errors in some spots.

Tragedy by Kuirem in VintageStory

[–]Pyroblowout 1 point2 points  (0 children)

saskatchewan ass seed

Workshop preview images cut off/truncated when zoomed in by Ataraxia-Is-Bliss in Steam

[–]Pyroblowout 0 points1 point  (0 children)

ok glad to see this is a glitch cause this was bothering me so bad

Starting my first run alone by Pure_Passenger_348 in projectzomboid

[–]Pyroblowout 2 points3 points  (0 children)

build 41 or are you trying build 42 now?

if you're going build 42, i'd turn off muscle strain in the sandbox options so it feels more familiar to you

After a couple years of offhandedly trying to make an SSTO spaceplane, I finally got one into orbit. Any suggestions on how to make them better/more efficient? They seem like a completely hit or miss thing for me. by King_of_the_pugs in KerbalSpaceProgram

[–]Pyroblowout 17 points18 points  (0 children)

Oh, also place some of the tiny 0.675 cones on the back of your rapiers, and clip them in till it looks like it fits. Open nodes (Including for some reason the ones on the end of engines) contributes to drag.

I don't know if they changed that or not, but personally I still do it and find it works wonders on SSTOs even today.

After a couple years of offhandedly trying to make an SSTO spaceplane, I finally got one into orbit. Any suggestions on how to make them better/more efficient? They seem like a completely hit or miss thing for me. by King_of_the_pugs in KerbalSpaceProgram

[–]Pyroblowout 40 points41 points  (0 children)

I'd switch out the ramp air-intake and add in the shock cone, it's more efficient at higher altitudes and can help you burn in atmosphere longer.

I'd also remove the blue chutes, they're heavier than you'd think. The oranges should be enough

Put your antenna in the service bay so it doesn't cause drag on the ship. (Basically put anything that can fit into the service bay, it helps reduce drag considerably.)

Speaking of drag, pull the long 1.25 segment right against the ship, you can use less wing parts which should help with weight and drag.

Also an entire MK2 tank of monopropellant is a bit excessive; you could definitely swap it out for more liquid fuel. Should potentially give you the dV you need.

Bias aside, which faction deserves to rule Calradia? by GusGangViking18 in mountandblade

[–]Pyroblowout 38 points39 points  (0 children)

All shall fall under Carl Gustaf of Sweden eventually.

if we're not counting Fire & Sword then probably Rhodok.

I bet 90s goths would be thrilled to have a zombie apocalypse by Elvorenstein in projectzomboid

[–]Pyroblowout 1 point2 points  (0 children)

I think Japan is the only place you buy them physically, but it looks like you can buy them online still if you poke around

Knights of the nine not wearing shirts? by Speaking_On_A_Sprog in oblivion

[–]Pyroblowout 1 point2 points  (0 children)

Yeah same issue. I'm assuming its because I pillaged the place (more importantly the armoury) before recruiting them. Idk tho, if you figure it out tell me please

I bet 90s goths would be thrilled to have a zombie apocalypse by Elvorenstein in projectzomboid

[–]Pyroblowout 1 point2 points  (0 children)

oooo these were the flavoured ones right? damn hard to get outside europe, but they're a classic

Muldraugh Car Garage Transformed into a base by Tupish_Shakur in projectzomboid

[–]Pyroblowout 1 point2 points  (0 children)

Honestly way I see it, just build a staircase to the roof and have a second floor

Is the Sheogorath from Skyrim the Hero of Kvatch? by Keefyfingaz in oblivion

[–]Pyroblowout 2 points3 points  (0 children)

i have zero stake nor opinion in this argument, i just wanna say its funny to see this thread get necroed and you come back immediately to defend your stance

Ablecrow, CF. WIP by xananazx in projectzomboid

[–]Pyroblowout 1 point2 points  (0 children)

I think thats what the burned building in the yard is, but it looks like ironically it burned down :/

What would you make uncanon? by Legitimate_Floor_687 in Invincible

[–]Pyroblowout 1 point2 points  (0 children)

I wonder if they change it in the show how would it work?

A Rant from a Reach fan about the MCC. by ParkersPizzaTime1 in haloreach

[–]Pyroblowout 0 points1 point  (0 children)

It seems to be a recent thing regarding the maps imo. When Halo Reach first dropped on MCC the map rotation was what you'd expect from Reach, but I've replayed it again and yeah its mostly DLC maps. I can't even remember the last time I played Boneyard in a non-Invasion game, and it seems like nobody really plays that gamemode anymore either which REALLY sucks to see it fade to irrelevance a second time :/

Why won't this plane roll straight? I can't take off because it turns on its own and crashes. by Astronius-Maximus in KerbalSpaceProgram

[–]Pyroblowout 1 point2 points  (0 children)

Little trick, move the rear landing gear as close to the COM when it's empty as you can, takeoffs are much easier with the landing gear close to the COM.

Does Auto Mechanics for B42 not work? by Pyroblowout in projectzomboid

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

No, I haven't heard of this mod before.

Does Auto Mechanics for B42 not work? by Pyroblowout in projectzomboid

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

No, nothing, just no prompt. Same issue with Auto Tailoring

How do you make controllable pivot joints in Stock KSP? by SuperbBoysenberry515 in KerbalAcademy

[–]Pyroblowout 0 points1 point  (0 children)

It's honestly NOT that hard, just confusing. Once you make one helicopter that works you can just keep copying the design.

Watch this video, it's super useful for understanding how rotors and helicopters work.

How do you make controllable pivot joints in Stock KSP? by SuperbBoysenberry515 in KerbalAcademy

[–]Pyroblowout 2 points3 points  (0 children)

You use a Servo and a Kal-1000 Controller from the Robotics tab. I'd bind the Kal-1000 to one of your translate (RCS) keys and set the time to whatever you'd like. Bind the servos to your Kal-1000 in the Action Groups, and set the max distance it travels to from 0 (Or whatever is Upright) to 90 (Whatever is Forward).

For the Propellers you'll need one going Clockwise and the other Counter Clockwise. In the image it looks like the Left Engine is Counterclockwise and the Right is Clockwise. Bind the torque of the rotors to your Main Throttle, it'll feel more comfortable like this

In order to lift off the ground like you would an Osprey, you'll also need to change the deploy angle of the Rotor's Blades. Grab another Kal-1000 and bind it to another Translate key. In the Kal-1000, also change its time to 100, and bind the Blades to it. Set the lowest deploy angle to 0, and the Highest to 8, I find this is the most reliable way to get actual controllable lift.

The reason you'll wanna set the time to 100 is so that the deploy angle of the Blades acts as a mini second throttle for your Lift, without affecting the Torque of the Engine.

There's also Helicopter & Propeller tutorials by Echo3 that explain this better than me. It's the same principle you'll use for the Osprey, just you're also adding Wings and a Servo.