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Superfluous J

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  1. Superfluous J's post in When gravity turning, my prograde pitches up for no reason, and looses control shortly after. was marked as the answer   
    Your gravity turn is SUPER late. You don't start the turn until you're already going over 100m/s and barely even try to turn until you're well past 10km. If I had to guess, you learned that either from playing before 1.0 or from watching videos from before 1.0 on how to do a gravity turn. Try this instead:
    At 50 m/s turn 5 degrees East so you're at 85 degrees East on the navball. When your Ap (Not altitude) is 5km, bring that down to 70 degrees East. When your Ap is 10km, turn 60 degrees East. When your Ap is 15 km, turn 50 degrees. When your Ap is 20 go to 40. When your Ap is 30 go to 30. When your Ap is 40 go to 20. When your Ap is 50 go to 10. When your Ap is 60 go to 0, and leave it there until your Ap goes to your target altitude. I like 80 or 100 usually. The whole time you're doing this, throttle down if you either see heat (flame is fine, only slow down when things start getting heat gauges) or your time to Ap goes over 60 seconds. A good gravity turn does not shove the Ap way ahead of the craft. Note: Throttling down is generally bad and if you're throttling down a ton, redesign your craft to just not have so much power at those stages of flight.
    This is not the "best" but it's pretty darn good and gives you an idea of what you should be shooting for instead of what you're doing.
    Also, I assume by "up" you mean "South" and that's semi normal. Any small deviations early on tend to get worse and worse as you fly. It's far less noticeable when you turn more strongly as I did above, and to correct it, you just need to "break the arm the other way" and aim a bit North until the prograde marker is back where you want it.
  2. Superfluous J's post in Neil Armstrong Memorial...? was marked as the answer   
    You can find it yourself with enough checks of Kerbnet
    But it's in the Northwest crater, just inside the southern rim. There are 3 large procedural craters vertically North/South, looking like a snowman with a big head that's leaning over to the east a bit. It's just to the west of the middle one.
  3. Superfluous J's post in Asteroid Targeting was marked as the answer   
    You heard correctly though your source may have forgotten to mention, "Start tracking" is one of the buttons in the lower left of the tracking station. It's only there when you've selected an object with a ? for the icon.
  4. Superfluous J's post in Question with the maneuver mode was marked as the answer   
    The same way you unlock maneuver nodes themselves: buy an upgrade to the tracking station and another to mission control.
  5. Superfluous J's post in [Deleted] was marked as the answer   
    And so it starts, when the people who don't know you can copy your game and play it outside of Steam start posting.
    Welcome to the forums, OM3GA. Sorry for your trouble but this has literally been happening for years. There is no practical way to keep Steam from updating and there's no practical way to update a game and not occasionally break a thing or two. For this and many reasons, you should make backups of not just your saves, but the entire game. Lucky for you, you can likely get a valid backup of your save from the folder. in Backups there are some old persistent files. Treat them like tiny fragile golden eggs that if broken will blow up your house, and save them somewhere safe, so if you DO fix your problem you'll have a way to keep playing your game.
    Though oddly I don't see a KSP update in Steam (I'd love to get one). What version were you on and what version did you get updated for?
    If I had to guess, Loading the KerbalEVA asset isn't what's wrong, it's just the last thing the game did successfully. If you post the ksp.log and output_log.txt (upload them to Dropbox or something) and post a thread in "help with modded installs" maybe someone will be able to help you.
    And needless to say I doubt Steam or Squad will give you a refund. Nor should you want one. You won't be able to play anymore if you don't have the game.
  6. Superfluous J's post in How can we disable KSP automatically setting the symmetry mode when placing parts? was marked as the answer   
    Basically you can't. Symmetry always inherits down and you can't break it except by not using symmetry on the new parts.
    What you have to do is place your tanks 3 times in 2-symmetry mode, so the tanks you want wings on will already be in the symmetry mode you want the wings to have.
    Or, place the wings twice but not in symmetry mode.
    There is a mod named Split Symmetry but I've never used it. But it may help you here.
  7. Superfluous J's post in Editing persistent file to fix the docking port bug was marked as the answer   
    As far as I know it's the same as it was 6 years ago. Which is a bit sad.
    Here's the thread I used last time I had the bug, though it's been quite a while since I did.
     
  8. Superfluous J's post in Science Basics was marked as the answer   
    I find this to be a fantastic resource whenever I have a question about science. Which, after almost 6 years you'd think I wouldn't have any more. But I do. All the time.
    https://wiki.kerbalspaceprogram.com/wiki/Science
  9. Superfluous J's post in What was that mod called? was marked as the answer   
    That sounds like DOE.
     
  10. Superfluous J's post in Tricky Contract was marked as the answer   
    Retrograde around Duna shouldn't be any harder than prograde or any other orbit, as you'll be coming in from interplanetary anyway. So, I'll concentrate on Ike.
    Likely, Ike is going to interfere with the orbit. No big deal. Set up the satellite in that orbit anyway, get paid, and then laugh as the satellite crashes or is thrown from the system.
  11. Superfluous J's post in A bit confused about the new DeltaV feature. was marked as the answer   
    Stock dV gets really confused with docking ports and crossfeed. I don't know if you have crossfeed but you do have docking ports I see.
    I hope it's on their to-do list. I don't know if anybody's submitted a proper bug report. I've not had the time.
  12. Superfluous J's post in Delta V to ascent Eve was marked as the answer   
    The accepted number right now is about 8,000 m/s of vacuum dV, but that isn't enough you also need great atmo thrust so you need vectors, aerospikes, or... Something else. I don't remember the other one. I really like vectors myself, because if you get off center on Eve you need a lot of control authority to fight the atmosphere and get back straight.
    Edit: And when I say "like" I mean "hate least." Eve is not very fun. Even getting to orbit isn't fun, so much as a relief.
  13. Superfluous J's post in Is it possible to complete 2 satellite contracts in 1 launch? was marked as the answer   
    Yes, it is. I used to do it all the time . And no you just have to satisfy the contract, once it's marked good you're good to move on.
    It is also possible to satisfy "Put a station in orbit of Kerbin", "Put a station in orbit of sun", "Put a station in orbit of Duna", and "Have a base landed on Duna" with a single vessel, though you frequently have to bring a lot of extra junk to satisfy the requirements of all contracts.
  14. Superfluous J's post in Irritating thing about updates I have - please help! was marked as the answer   
    Okay you go to kerbalspaceprogram.com. It takes years to load and then you get a bar along the top. You click "store"
    Then, you log in with the user name and password you used before.
    Then, you click "My Account"
    Then, you get a download link.
    I just did this myself to make 100% sure I was doing it correctly. It's not super obvious but it is not so difficult to spend hundreds of dollars instead!
  15. Superfluous J's post in "Time of Periapsis Passage" In AlexMoon Launch planner? was marked as the answer   
    It just needs one, so it knows where in the orbit the asteroid is.
    If you don't put any time in, all the planner can know is that the asteroid is somewhere on the orbit. When you put in any time, the planner can look forward and see where the asteroid is in all future orbits. And back, I presume, if it was coded that way.
  16. Superfluous J's post in How to know the Landing position on Kerbin? was marked as the answer   
    You can also set Trajectories to "Body Fixed Mode" that will show the trajectory your ship will take relative to the surface of the planet. Makes for some pretty (and pretty confusing) lines sometimes but accurately shows you where you'll be. I use it all the time to do "get a temperature reading over this spot on the Mun" contracts.
     
  17. Superfluous J's post in Contract question: Test the Terrier on an escape trajectory out of Kerbin was marked as the answer   
    You need a trajectory that leaves Kerbin without encountering Mun or Minmus along the way. But you still need to be in Kerbin's SOI.
    Test the part and burn back down. No need to actually leave Kerbin's SOI. Or even low Kerbin orbit.
  18. Superfluous J's post in Mun Orbit not completing was marked as the answer   
    You have not updated your tracking station so you cannot see patched conics. If you do while in this situation, you'll see that the predicted "orbit" actually leaves Mun's SOI.
    Basically, when a smaller body is in orbit of a larger body, it is possible to be in a mathematical orbit that does not actually keep you close enough to that smaller body to stay in orbit.
    Just burn down a little bit more, until the orbit completes. It's about half way further down and shouldn't cost you all that much fuel.
  19. Superfluous J's post in CommNet questions was marked as the answer   
    I didn't have time to more fully answer before, but I was able to load the game and I can now make things a little more clear.
    This is totally mostly unnecessary. You don't need to "point" antennas at anything. All you need on the ship is one relay antenna (or more if you want to stack them to make the signal go further) and it'll automatically point at anything, all the time. This means that to talk to Kerbin from the far side of Minmus, you can have a single relay antenna on a satellite on the far side of Minmus (but in view of Kerbin) and it'll happily relay the signal to Kerbin.
    The RA-2 does not have a "range" per-se. It has a "rating." that rating is 2.00G. That means that with a Level 1 tracking station, it can talk to Kerbin from 2Gm away. With a level 2 tracking station, that's 10Gm away. With a Level 3, that's 22.4Gm away. I didn't memorize these numbers, I got them from the stats of the part when right clicking it in the VAB:

    This rating (2.00G) makes it a "Class 3" antenna, which I think matches the table in the wiki. But it surely matches the table in KSPedia, in the game. Click the book with the A on it in the lower right of the VAB and go to Comm Netowrk -> Commnet -> Range and you'll see:

    Pretty much ignore anything other than this that you see, unless that thing is easier to use and also matches with this table
    tl;dr I don't know where you got "it's a 200Mm rating" from, but that's basically and blatantly wrong.
  20. Superfluous J's post in Collecting All the Science was marked as the answer   
    There aren't actual "counts" per se. An experiment has a "base value" and a "maximum value." When you take a reading, you get the base value the first time, and will have (max)-(base) left over. The next time you take a reading, you get (what's left) * (base / max). This repeats until that value equals zero.
    For example, Mystery Goo has a base of 10 and a max of 13. The first time, you'll get 10 and have 3 left over. The next time, you'll get 3*(10/13)=2.3 and have 0.7 left over. The next time, you'll get 0.7*(10/13)=~0.54 and have ~0.16 left over. The next time, you'll get 0.16*(10/13)=~0.12 and have ~0.04 left over. Etc.
    Note: There's a planet modifier in there too. So you won't actually get 10 science in most places, but 10 times the planet's modifier.
    Unless you're challenging yourself, there's no need to muck about with all this. Just take 1 or 2 readings and move on. Due to rounding and other issues, I don't think anything short of experimenting in-game will tell you the actual number of times you'd need to take a reading to run "what's left" down to zero.
    Note: for some experiments, "base value" and "maximum value" are the same. Crew Reports and EVA Reports are like this. For these, one reading will get all the data and you're done.
  21. Superfluous J's post in Maneuvering maneuvering nodes! was marked as the answer   
    You can also go into the settings.cfg file (in the root ksp directory, one up from GameData) and find "CONIC_PATCH_LIMIT = " there. Put any number you want. I think ridiculously high numbers will cause lag, but I personally use 8 and never noticed anything.
  22. Superfluous J's post in Docking. was marked as the answer   
    Turn off SAS and dock using the navball, not the screen. Try - with SAS off - to get the target in the center of the navball. Works every time for me*.
    *At least, most of the time it does!
  23. Superfluous J's post in SAS won’t hold was marked as the answer   
    Do you have a gamepad/joystick plugged in but not in use? Maybe it's turning your ship for you.
  24. Superfluous J's post in How do I aim for an ocean for splashdown? was marked as the answer   
    This is almost literally what the Trajectories mod does. It doesn't allow you to put maneuver nodes down but it will show you with pretty good accuracy where you'll land, taking into account the atmosphere if necesary.
     
  25. Superfluous J's post in Rocket Turns Around and Crashes When Re-Entering from a Sub-orbit was marked as the answer   
    That passenger cabin is very light, so your ship is front-heavy and flips around. Also, that mystery goo is adding drag at the front on descent. You basically have 2 options:
    Add lots of reaction wheels (1 or 2 would probably do it) and tell your pilot to hold retrograde on the way down. Redesign it so the passenger cabin is on top of the pod and the pod has the heat shield, so it's really ugly bottom-heavy, and stays facing the correct way naturally. And in either case, put that mystery goo up near the top of the descending rocket so it helps your drag instead of hurting it. Also, I'd add a drogue chute. Those can open at much higher speeds. You open it first, let it slow you down, and then open the main chute.
    You *may* be able to save the current ship on re-entry, by aiming upward on descent. This will actually cause you to glide a bit (Not much, but a bit) and slow down a little more. and slow down enough to hit the chute. Probably not, though it's worth a shot.
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