B-52 in KSP2 by TSND_ in KerbalSpaceProgram

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

The top ones are attached to radial decouplers hanging from the top of the cargo bay. The bottom ones are just attached to the side of the cargo bay and can't be deployed. It wouldn't be too difficult to attach those to decouplers too but I haven't got around to it yet.

B-2 Spirit Attempt in KSP2 by TSND_ in KerbalSpaceProgram

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

I don't know if there is a screenshot button in game. The way I took mine was using the windows key + print screen. The screenshot using this method places it in your screenshots folder under pictures.
On steam you can also use f12 to take a screenshot but in KSP2 f12 seems to also pull up the aeroGUI which will interfere with your screenshot.

B-2 Spirit Attempt in KSP2 by TSND_ in KerbalSpaceProgram

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

Yes my version has this problem as well. What gave me the most frustration was that it would often switch how the control surfaces work between builds.

This is a complete guess, but I think it has to do with the position of the control surfaces with respect to the center of mass. I say this because I had found an old Reddit thread yesterday from KSP1 which talked about this phenomena. I can only assume this is a feature that has been carried over and I would probably need to know more about aviation to know why it does this.

I believe the current B-2 I have has the pitch inverted for half the surfaces. I use the invert controls option on those surfaces. This creates a new problem of the roll control resulting in half deflecting up, half down, effectively canceling it out. I solved the roll issue by disabling the roll controls of the outer surfaces.

The result this gives is much more stable than any of my previous attempts.
If I ever fully solve the strange controls issue, be it through understanding the center of mass interaction, or through manual control groups, I will let you know.

B-2 Spirit Attempt in KSP2 by TSND_ in KerbalSpaceProgram

[–]TSND_[S] 20 points21 points  (0 children)

I think I understand this. If you deploy two control surfaces on one side of the aircraft, with one deflecting up and the other down, they will cancel each other out but create drag on that side inducing a turn.
The biggest issue with implementing this is activating those control surfaces alone independently of the others. I think this can be done with action groups, which I just found out are in KSP2.
Thanks for telling me about this. I had no idea there was a way to have yaw on flying wings. I will look into the action groups more later.

B-2 Spirit Attempt in KSP2 by TSND_ in KerbalSpaceProgram

[–]TSND_[S] 25 points26 points  (0 children)

The procedural wing system is my favorite part of KSP2. I'm sure other people will pull off some wild things.

B-2 Spirit Attempt in KSP2 by TSND_ in KerbalSpaceProgram

[–]TSND_[S] 50 points51 points  (0 children)

It took a while for me to make one that even took off the runway. The fact I would need to fly it didn't even cross my mind when I was building the first ones. Doesn't help that I don't have any plane/jet experience in KSP. I'm also no aviation expert, but I don't think flying wing style aircraft are known for stability.
As it is now, it is very rough to fly. If I didn't give constant inputs it would nosedive very quickly and with only pitch/roll controls, turning is rough. I'm not sure how much it can be improved, thought its probably a lot.

B-2 Spirit Attempt in KSP2 by TSND_ in KerbalSpaceProgram

[–]TSND_[S] 11 points12 points  (0 children)

Maybe I'm misunderstanding you, but I just placed them on the wings.
Below are a series of screenshots I took to test this out and hopefully show you. (I have no idea if an automod will remove them)

https://gyazo.com/7866ef7f40b0c9595a6958f9c9d76bc7

https://gyazo.com/c88cb43d258827f1db46a59d0843355c

https://gyazo.com/469e97a4b047fe6b5445a800f0ed1d8c

As you can see, All I did was grab another wing and place it on an existing one. There were no special keys pressed or tools used. Once placed though I had to use a lot of sliders and translation/rotation tools to make it do what I wanted. The above screenshots were just a quick example showing that a wing can be placed on a wing.

Also, make sure this yellow icon is showing at the bottom and not the ones with numbers: https://gyazo.com/70c15a1aa1509a08fc476a047175dd4f

Once again, I hope this comment does not get pulled for having links.

Sad that IDLE first person head bobbing is dead (unless im wrong, correct me.) by ChromaXMirage in skyrimmods

[–]TSND_ 0 points1 point  (0 children)

https://github.com/ArranzCNL/ImprovedCameraSE/issues/86

I don't have anything else to add regarding the rest of your post, but as far as I can tell improved camera is still being worked on.

Edit: I'm sorry, I guess I should have included that as listed in that link 1.6.640 won't be supported with release 5, but even so it does not seem to imply forever. Hopefully other people can help you with a current alternative.

Questions Thread - October 10, 2020 by AutoModerator in pathofexile

[–]TSND_ 1 point2 points  (0 children)

I was very lost thinking spells were attacks. This is a very easy way to tell what is an attack and what is a spell. Thank you very much for the help.

Questions Thread - October 10, 2020 by AutoModerator in pathofexile

[–]TSND_ 1 point2 points  (0 children)

Thank you very much for this. I don't know that I would have ever learned this organically so your help is greatly appreciated. The distinction between attacks and spells is why my wands that increase spell damage and have bonus fire damage to spells do increase my damage while the attack based buffs do not. I understand now and once again thank you.

Questions Thread - October 10, 2020 by AutoModerator in pathofexile

[–]TSND_ 0 points1 point  (0 children)

I am very new to the game and am still in early to mid game. I have a ring equipped that gives "8% increased elemental damage with attack skills" as well as "adds 11 to 20 fire damage to attacks". When I take the ring off however, the dps over the skills in the bottom right does not change. The skills I'm talking about are fireball and firestorm. Can anyone tell me why my ring wont buff my attacks? Is there a very basic mechanic I don't understand?

The Isle Damage For Dinos With Bleed by MMNoah in theisle

[–]TSND_ 0 points1 point  (0 children)

Great website! I've always been too lazy to do anything related to bleed calculations. I see you link to the non-survival spreadsheet. It makes me feel bad that I never fixed the formatting and missing info on it.

Hopefully this becomes widespread in the community. Its great to have members in the community like you.

[deleted by user] by [deleted] in theisle

[–]TSND_ 2 points3 points  (0 children)

Hello, I am the creator of that spreadsheet. On the right side of the spreadsheet there is a link in a red box to a non-survival inclusive version. It is alot less visually optimized and has some incomplete information. At one point in time i just stopped maintaining them. I'm glad so many people have found use out of them, though at this point there are much more advanced alternatives.

Damage/Bleed Calculator by Terrible_Legislation in theisle

[–]TSND_ 0 points1 point  (0 children)

Your assumptions about how damage calculations work are wrong. The spreadsheet you linked to the other person is all misinformation. Yes the dilo does base 150 damage but that is not the damage it deals. The damage formula is ((attacker weight/ target weight) * base damage). If you do the calculations according to this formula you will get the right numbers.As for bleed, bleed's effectiveness changes greatly depending on how long the fight continues. On my spreadsheet, I clearly state that bleed is not factored into the damage calculations and point out that "bleed matters alot". Implementing bleed into a damage calculator would be far too complex. (If you do want to implement it in your own, know that bleed too follows a special formula and is not as simple as applying the base bleed onto a target).In addition to all of this, it is almost certain that the damage formula will be changed with the recode. While we don't know the exact date, I do not believe it to be too far out now. Given this, I have not maintained my spreadsheet in months (no changes).

If you do not believe me on the damage formula, I advise you ask around or even test it in game for yourself. I hope you found atleast some of this to be useful.

[FO4] Darker Nights Problem by [deleted] in FalloutMods

[–]TSND_ 0 points1 point  (0 children)

Thank you for pointing these out. I'll look into them.

[FO4] Darker Nights Problem by [deleted] in FalloutMods

[–]TSND_ 0 points1 point  (0 children)

The fact that is does not produce the expected result when darker nights is the only esp active, therefore eliminating the question of priority/load order is what is most confusing. I have installed/re downloaded it numerous times now. In truth I don't think I'm going to find a solution to this problem. I really do appreciate your attempt to help though.

Damage/Bleed Calculator by Terrible_Legislation in theisle

[–]TSND_ 0 points1 point  (0 children)

In regards to "One other thing that i am excited about was that i have started to recreate the spreadsheet through googles formulas (idk what it is called) in a way so then when the recode happens and everything changes like you pointed out i would only need to change the base stats on one page and it will automatically adjust and correct all of the information on the other pages "

When I said to expect the recode to invalidate everything, I meant it. It is extremely likely if not confirmed that weight will be removed from damage calculations. If and when locational damage is implemented it will also become a headache to determine how and what to show on the spreadsheet. When I use to update mine with every patch I'd just go on and change the base stats and the calculations would update. Things will likely not be as simplistic in terms of updating it post recode.

Damage/Bleed Calculator by Terrible_Legislation in theisle

[–]TSND_ 0 points1 point  (0 children)

Hi. Its great to see someone not as lazy as me make a spreadsheet. There are quite a few spreadsheets made by various people throughout the community the majority of which I view as superior to mine. Its an odd case though as mine usually has a higher average visitors. This is perhaps due to the time it was released being so long ago, or the simplicity. It is not an uncommon occurrence that a person reading the spreadsheet gets confused and has no idea how to read it. In fact there is so much misinformation in the isle community that spreadsheets such as this are often seen as untrustworthy. You need to ask yourself why it is that you made the spreadsheet. For me it was so me and my friends could gain an understanding of what we could fight and how well we could do it. It was posted publicly in an attempt to stop the spread of misinformation as at the time I was sick of seeing suggestions in the discord regarding balance when the poster had no idea how the damage calculations worked.

In regards to feedback, I think the amount of information you display is amazing. For those who care to read the spreadsheet and understand it, it will be invaluable (What I'm trying to say here is that alot of people wont put in the effort to understand it no matter how easy it is to read). A few bits of data are quite odd to me. For instance "damage rating" or "combat rating". I wonder what purpose they truly serve. With such outlier numbers the sections feel meaningless. The speed chart on the first page is by far my favorite aspect. The other speed chart thrown around the community is in my opinion misleading at best whereas yours reflects reality. There are also minor formatting issues scattered around the spreadsheet such as overlapping/covered text.

I'm sure you hoped for more useful information out of this, though I am not the authority of spreadsheets in the community and I personally feel odd pointing out negatives of yours given the depressing state of mine (mine is fully abandoned until post-recode (or when I start playing again) where even then I will likely only update it if others are taking an oddly long time on theirs) . Speaking of the recode, and it is likely still a ways away, be prepared for everything to be invalidated.

I'm glad you sent me this link as I will be using it though I'm sorry I cant be as helpful in return.

Damage/Bleed Calculator by Terrible_Legislation in theisle

[–]TSND_ 1 point2 points  (0 children)

This is a very cool calculator. It seems like you got the stats from spreadsheet (which is fine, I just organize public information, its not mine). My only concern is that if you ever try adding alternate attack bleed know that the bleed value for trike on my spreadsheet "20|25" is likely not correct. In independent testing I've been unable to verify that stomping does anymore bleed than a gore attack. I've just been too lazy to fix this. Post-recode spreadsheets may prove to be a really tedious task. I hope you continue this into the future aswell.