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Author of C++ tutorials and Wide language.

Foo


Apr
16
awarded  Famous Question
Apr
13
awarded  Critic
Apr
13
answered R&D center is closed in career
Apr
9
revised R&D center is closed in career
added 244 characters in body
Apr
9
comment R&D center is closed in career
The persistent save overwriting my old one from the quicksave seems to be functioning fine, it's just a very long way back in my career and I'd really like my quicksave back :( It's returning from a very long mission with >2000 science and falling right to Kerbin.
Apr
9
comment R&D center is closed in career
Ah, it's my mistake. I loaded the quicksave without backing up my persistent first. I keep forgetting that KSP loads destructively. It's of little concern if the quicksave can load correctly. The quicksave is 295KB and the new persistent save 235KB, even if you just load the quicksave and then exit the game, which I feel is a hint.
Apr
8
comment R&D center is closed in career
Here it is. I saw some advice about loading an old quicksave, which I did, except the quicksave is in the middle of a flight and the ship is bugged beyond usability- e.g. moving at 0m/s without being pulled in by gravity, parts don't respond to commands, EVA crashes the game, tracking center doesn't recognize the flight, etc.
Apr
8
comment R&D center is closed in career
Yes, it is definitely Career, and no. It's 0.22, which I also played some 0.23, and then just now some 0.23.5.
Apr
8
asked R&D center is closed in career
Mar
9
awarded  Popular Question
Mar
8
awarded  Popular Question
Feb
26
awarded  Notable Question
Feb
25
awarded  Yearling
Feb
25
answered Is it a good idea to have lots of small stockpiles?
Feb
25
comment House stability
So what you're basically suggesting is that in a town of a thousand citizens, I should micro-manage every single one of them?
Feb
24
comment How to manage resource locality?
Given the market's operational area, I'd be more looking at stocking one market per about 20 citizens.
Feb
24
comment House stability
Developing your food supply requires people to do work, which means they need houses. IME building more food supply is practically the cause of the problem, not the solution. Growing your food supply only works as long as you're still growing your population, so the extra people from building the houses isn't a big deal. It can't sustain your existing population.
Feb
24
revised House stability
added 97 characters in body
Feb
24
comment How to manage resource locality?
I do gather what resources I can locally (food, firewood, etc) but not all (e.g. stone and iron) can be because they're non-renewable. As for markets, they do seem to be able to shift resources, but they also require a colossal amount of manpower and only seem to serve a very small area... I find it hard to see how it could be feasibly applied across 30 outposts on the largest map size.
Feb
24
comment How to manage resource locality?
Don't they always move it to the nearest empty stockpile? Demolishing every stockpile from here to destination would be quite problematic.