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Messages - dragnar

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1
Other Games / Re: Minecraft - It has blocks.
« on: September 29, 2014, 12:37:38 pm »
Might want to save your iron, stick with clay buckets for a bit - they work perfectly fine unless you're moving lava around often. And on a related note: Shears are an amazing investment. You can compost leaves and get just as much from them as a sapling. One set of shears gets you several stacks.

2
Other Games / Re: Minecraft - It has blocks.
« on: September 28, 2014, 02:08:37 pm »
One other useful early game hint for Agrarian Skies: Bones can be turned into three Stock, with... A mixing bowl? I can't recall what tools you need exactly, but I think it doesn't take too much, and it's a GREAT way to get food early on.

3
Other Games / Re: Minecraft - It has blocks.
« on: September 21, 2014, 03:59:45 pm »
Heh, I'm pretty sure I can rely on a lack of dickishness anyway. MFFS was actually one idea I had, but in a slightly different way - those force fields can be set to build things as well, making self-repairing bases possible. Also thought about making the age into a sort of 'capture the points' type thing, with a number of MFR laser drills scattered about and powered with Creative energy cells.

Frankly, the real question is, "How do I make it fun for people to blow each other up repeatedly". It's just that limiting the consequences of being blown up is the most obvious answer.

4
Other Games / Re: Minecraft - It has blocks.
« on: September 21, 2014, 12:13:41 pm »
I'm working on a private modpack + map for a server I'll (hopefully) be hosting soonish. Could use some suggestions on the last unfinished part of it!

See, it's using Hardcore Quest Mode to speed up the early game/introduce people to some lesser-used mods. No huge questlines and the rewards are mostly made to skip some of the more expensive bits of getting started. (Like giving out a bunch of smeltery blocks, the AE2 presses, thaumcraft shards, etc.) And I WANT to use this to create a special mystcraft age: Linked to the spawn area by a portal, I want a PvP age, with pranks heavily encouraged - even destructive ones.

So! I could use ideas on how to encourage people to actually use that age, how to reward people for doing amusing things, and most importantly, how to reduce the impact of those pranks. After all, nobody's gonna want to do anything significant in a place where you might randomly get blown up and lose everything. Some way to 'backup' a base would be perfect, but I'd rather not rely on admin tools to undo things.

5
At the same time, orbital mechanics and things are WAY beyond a lot of people.
Maybe, but not at the basic level that you need to do things in KSP. Stuff like "Burn prograde/retrograde to raise/lower your orbit" is easy enough to get.
The complicated things like calculating perfect transfer orbits is of course way beyond that, but you don't actually need to know that to play KSP. If you want you can just throw more Δv at the problem and do it less efficiently.
Man, KSP is being used in schools to teach orbital mechanics to kids. Like, lower school kids. Kids who don't even know what the branches of mathematics involved are called! KSP falls into the classification which is best for teaching in fact: Easy to learn, incredibly difficult to master.

The wall that keeps people out is the initial learning period - the point where they realize they don't know how to progress, and the game isn't going to go out of it's way to explain it to them, they need to find something external. ...I really have no idea if that's a good or bad thing though to be frank. It's great for those curious enough to go looking. It encourages and reinforces learning. But it does mean a lot of people get frustrated and drop it entirely instead.

6
Another surprisingly common mistake is to not turn on the precision controls with caps lock I believe it is?...makes it a bit easier when it comes to making the small changes you need to make under the 50 meter range without over adjusting
...There are precision controls?

There are... Precision... Controls...

...

* dragnar has flipped a table.

7
Yeah, yesterday I tried adding probe controls and parachutes to all of my discarded stages. It didn't work since they simply disappear as soon as I look at the map, I'm not sure why. But it saddens me, because I'm losing a lot of money in discarded staging...
Scott Manley did a video explaining this - short version, if something is unloaded (ie, 2.5km away from the active ship) and under a certain altitude in the atmosphere, the game deletes it, regardless of whether or not it should have survived. There's already a mod to fix it though - check out DebRefund, it autorecovers stuff when it would otherwise be scuttled, based on parachutes active on it. (technically based on drag, but close enough)

8
Heh, figured that one out instantly myself. But only because I already knew it was the Mission Control building, previously the only one you couldn't click on.

...This was discovered by slamming a ship into it after noticing this fact. Perfectly rational way to identify things right?

9
How on earth Kerbal do you get solid rocket stages big enough to get you up to orbit alt before switching to the liquid rockets?
Ok, that's one problem there already: Solid rocket boosters are horribly inefficient. They provide a lot of thrust in a short period of time so they're decent for getting off the ground, but getting all the way to orbit on nothing but them is going to be a pain unless you really really know all the quirks of the physics engine... Or use like 4 stages of ridiculous numbers of them I guess.

For getting started, here's what I suggest: (Begin: DRAGNAR'S GUIDE TO GETTING A ROCKET TO ORBIT IN LIKE THE SLOPPIEST WAY EVER.)
1. Start with a core of a capsule, some science instruments, and a small fuel tank+engine on the end of that. (The stumpy little one with 390 ISP in vacuum. Can't recall it's name, but there's not many engines to check!)
2. After a decoupler from what you built in step 1, add two of the tallest liquid fuel tanks you have, and stick the most powerful engine you have on the bottom of that.
3. At this point, you've got a tall thin rocket in two stages. Next, slap on some radial decouplers and solid rocket boosters around that second stage. You should be able to get some basic radial ones with just near-kerbin science, but they can probably be done without anyway. This stage won't reach orbit. Heck, an SRB with nothing attached won't reach orbit, so one stage of them can't do it no matter what you do.

That three stage rocket will almost certainly get to orbit. Heck I usually use a somewhat modified version of that basic setup (replacing the SRBs with an asparagus) for early mun/minmus science trips. But you'll need to do it right - you can't just burn straight up, then turn the rocket over once you've reached 70k. Instead, you slowly start tilting the rocket east at 10k - try for being at about a 45 degree angle once you've hit 40k. Once the map says your max height has reached 80k or so, stop burning til you're closer to that height - then point prograde and throttle up til you're in orbit.

10
General Discussion / Re: MSPA Homestuck
« on: June 18, 2014, 02:26:42 pm »
On a related question, is there a material combination that can convert heat into electricity without a turbine?

Such as one metal acts as a heatsink, and another wicks away the heat from the heatsink in the form of electricity. Like how the boron or whatever in solar panels convert light energy directly to electricity.
While I don't know what exactly the materials typically used are, and only vaguely understand the physics behind it, what you're thinking of is a device called a Thermopile. Though it doesn't quite work like you're saying - if you could convert heat directly into usable energy you'd be famous for having reversed entropy! Thermopiles work on heat gradient - They generate electricity using the difference in temperature between their sides.

...How how on earth does this have anything to do with MSPA.

11
Other Games / Re: Minecraft - It has blocks.
« on: June 14, 2014, 05:29:23 pm »
The MAIN issue with all this that Sealy was addressing is that you can't have 'premium players', or anything like that. Which, yes, you can easily paint as evil - but they're what run a lot of servers. I know a pretty large number at least have things like limits on how much land you can apply grief-protection plugins to, or how much you can chunk-load at once. You know, things which - in greater amounts - put greater strain on the server. You can play fine without them, but having them is nice for more dedicated players. This isn't "10 bucks to access the nether", it's "10 bucks to use up enough extra memory on our server that we need your 10 bucks".

Most servers will be fine, yeah. But minecraft servers benefit from a large player base. Thus, they benefit from allowing people to play for free, because it enhances the experience of the paying players. This removes their ability to actually encourage paying in any gameplay-significant way, even IF the core experience is left alone. Will this shut down tons of servers and spell the end of minecraft or something like that? No, of course not. But it is banning something that a lot of very good servers need to cover their operating costs at the standard of service they currently provide.

12
Other Games / Re: Minecraft - Mods Thread
« on: May 03, 2014, 03:56:12 pm »
I think it's because those mods didn't give permission to be part of that modpack.
More specifically, it means that they have neither given blanket permission to all modpacks/all atlauncher packs to use it, nor has anyone asked for specific permission for whatever pack you're downloading. It's really just a "better safe than sorry" thing they default to when the one making the pack doesn't provide the utterly ridiculous amount of proof that they're "allowed" to directly include it. Keeps the atlauncher out of trouble, and leaves the burden of getting permission for every little thing up to whoever makes the pack.

13
...Ok, so, the argument is mostly over already, but I'm bringing it back up because nobody ever linked any real evidence: http://www.newscientist.com/blogs/shortsharpscience/2008/12/future-spaceships-should-be-bu.html

tl;dr: Orbital construction isn't only realistic, it's extremely practical and people do it all the time in KSP even without orbital launchpads. If you have ever sent anything up in multiple pieces and docked them together, because you just can't lift it all at once/it would collapse otherwise? Yeah, that's the benefit, it's just not quite so easy to join ships together like that in reality.

14
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 10, 2014, 02:31:50 pm »
> Two side-by-side boxes full of options and a pair of buttons with arrows on them that
> move the selected option from one side to the other.
Combo Box : http://en.wikipedia.org/wiki/Combo_box
Search for "Combo box html" of "Combo box javascript" and you'll find it.
Aha! Yeah, that's pretty much what I want, thanks.

15
General Discussion / Re: if self.isCoder(): post() #Programming Thread
« on: April 10, 2014, 11:19:12 am »
Ah, the joys of trying to look up something you don't know the name of...

I'm working on a simple(ish) Javascript page for class, and need to set up a pair of, er. Selection boxes? Two side-by-side boxes full of options and a pair of buttons with arrows on them that move the selected option from one side to the other. I can't imagine this is anything too complex or anything, but I have no idea what that sort of interface is even called to look it up.

Also if anyone knows a clean way to load variables from PHP into javascript that would be nice. I've figured out a way to do it, but it's rather inelegant.

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