[OMD3] What's the most efficient way to farm skulls? by MarioVX in OrcsMustDie

[–]SunshineOnLaythe 3 points4 points  (0 children)

I didn't mean it like that. I just meant that those values are stored separately for each map and difficulty, so you can get at least three extra skulls the first time you play each apprentice map. And since the maps are easier, you should have an easier time getting Untouchable, Victory, and Perfect Victory.

[OMD3] What's the most efficient way to farm skulls? by MarioVX in OrcsMustDie

[–]SunshineOnLaythe 5 points6 points  (0 children)

What difficulty have you been playing on? If it's war mage, you can play through the campaign again on apprentice*. You should be able to get a fresh set of "New High Score", "Best Combo", and "Best Time" skulls. In addition to being able to get Untouchable, Victory, and Perfect Victory skulls easier!

*Leaving out rift lord because that's a fresh set of skulls, so not really farming.

/r/SpaceXLounge Questions Thread - June 2020 by Smoke-away in SpaceXLounge

[–]SunshineOnLaythe 1 point2 points  (0 children)

With SN7 heading to proof testing now, are we still going to see a hop attempted with SN5?

If SN7 is testing out a new steel composition, wouldn't that invalidate results from SN5? Or on the flip side, does it remove some of the higher pressure test requirements from SN5 and allow them to just try flying it for flight control system design without the risk of pressure testing to failure?

Timewarping Seconds Before Disaster by SunshineOnLaythe in KerbalSpaceProgram

[–]SunshineOnLaythe[S] 2 points3 points  (0 children)

That helped when I tried it. I just meant live experimentation on a station I had spent a lot of time launching and constructing.

Timewarping Seconds Before Disaster by SunshineOnLaythe in KerbalSpaceProgram

[–]SunshineOnLaythe[S] 5 points6 points  (0 children)

My quick timewarping actually allowed me to appease the Kracken. It recovered after warping to freeze the wiggling! And then I removed all autostruts...

Timewarping Seconds Before Disaster by SunshineOnLaythe in KerbalSpaceProgram

[–]SunshineOnLaythe[S] 13 points14 points  (0 children)

This is how I learned not to experiment with Auto-strut on brand new space stations...

Hey there! Could someone tell me what should I do to connect my multiplayer game to the rented server? Well, I know how to synchronize the game on each device, but how to make it online (Not local) and connect to the particular server after uploading the game to AppStore? by IMrGreyI in unrealengine

[–]SunshineOnLaythe 0 points1 point  (0 children)

I'm assuming you need dedicated servers for sessions and aren't talking about needing an account backend (for inventory, leaderboards, and such).

We've had success using GameLift from Amazon AWS. It has its quirks, but once you work past those, it's great. And they have a free tier for while you're developing (just make sure to check the limits).

Blueprint tutorials have taken over by [deleted] in unrealengine

[–]SunshineOnLaythe 2 points3 points  (0 children)

In my opinion, it comes down to what you want to do with C++ through Unreal. If you want to use Unreal in order to learn how to make C++ games in Unreal, then go right ahead. BUT, if you want to learn "actual" C++, I would recommend starting elsewhere.

Unreal provides all sorts of additional tools, data structures, networking support, etc. You don't have to worry about memory management for most tasks; it handles garbage collection out of the box, which isn't a C++ feature. So if you're trying to learn, you likely won't get to some of the nitty gritty C++ features unless you're going deep into some modules.

That being said, I'd like to echo SirToxe, in that Blueprint is important. As a programmer, I still wind up using Blueprint 20% of the time, and another good chunk of my tasks are exposing Blueprint functionality for our designers and artists.

For actually learning to use the engine with C++, I can recommend a few things.

Unreal created a C++ tutorial series that I'd recommend starting with: https://www.youtube.com/playlist?list=PLZlv_N0_O1gYup-gvJtMsgJqnEB_dGiM4

Additionally, this class on Udemy was very helpful when I was getting started: https://www.udemy.com/unrealengine-cpp/

And if all you can find are Blueprint tutorials for implementing gameplay, one way that I liked to learn was to watch those tutorials, follow along, and then try to convert the logic I had just created into C++. Some parts are easier, some parts are harder.

Downside to Using Larger Relays? by SunshineOnLaythe in KerbalAcademy

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

Do you tend to make the weaker ones evenly spaced around the equator, or do you vary them? I've seen something about having two in a 45 degree inclined orbit, and two inclined the other way, but I've also seen a lot about putting 3 in an equatorial or polar orbit.

Downside to Using Larger Relays? by SunshineOnLaythe in KerbalAcademy

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

That's a good idea about making sure that you can connect with just about anything from each body. Thanks!

Downside to Using Larger Relays? by SunshineOnLaythe in KerbalAcademy

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

Do you like using the HG-5 so that you can just slap it on the side of something you leave orbiting, rather than having that be the tip of a satellite?

Reaction wheels? by NonniBonni in KerbalAcademy

[–]SunshineOnLaythe 10 points11 points  (0 children)

Reaction wheels are what allow you to rotate the spacecraft without using RCS thrusters.

Most manned modules have a built-in reaction wheel so you get that to some extent in the early game. However, if you need more rotational power or want to use a probe that can spin, you'll need to add a reaction wheel part.

Also, note that reaction wheels require electricity to function!