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Everything posted by Superfluous J
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Hopes For Colony Building (GIVE OPINIONS)
Superfluous J replied to Presto200's topic in KSP2 Discussion
The devs basically said that the reason you build colonies is to get the resources and infrastructure to build and supply ships from anywhere but Kerbin. If you don't want to do that, then colonies may be a bit hollow for your gameplay experience. Why play ANY game? Why do ANYTHING except the bare minimum to keep ourselves alive? -
Docking Ports...Don't Dock All The Time?
Superfluous J replied to Scarecrow71's topic in KSP2 Discussion
I just saw this now, and I think I figured it out a while ago. Docking ports seem to be totally fine and work perfectly, so long as you don't (when building) connect them to anything other than another docking port. When you "undock" from a nose cone, decoupler, engine, or whatever the docking port gets put in a state where it can't dock anymore. The workaround solution is (sorry for stating the obvious) "don't do that" Instead of docking to a nosecone, dock the port to a docking port that's attached to the nosecone. Instead of attaching your docking port to an engine, attach it to a docking port that is on a decoupler attached to the engine. I've yet to have a problem with docking ports since I started doing this. -
CommNext [v0.7.0 for KSP2 v0.2.0]
Superfluous J replied to leonardfactory's topic in KSP2 Mod Releases
Not now, but maybe some day. I personally don't really want it -
The Upcoming Movies (and Movie Trailers) MegaThread!
Superfluous J replied to StrandedonEarth's topic in The Lounge
I think the combination of choreography and music also made the first 3 movies - and especially the first movie - stand out. Call me a sucker but if the characters are stepping, jumping, and contacting swords in a seemingly chaotic way that just so happens to match the music I'm gonna be happy. -
I wasn't saying Tony's idea was or wasn't a good one. I was specifically discussing whether or not the movie had a plot hole. "Character A didn't think of idea B" is not a plot hole. If it was, my life is so full of plot holes it's not even funny.
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My read on this is that Thanos is the only one strong willed enough to - after using the stones for his purpose - destroy them. THAT was Strange's goal when he looked through millions of timelines. He wasn't trying to find the timeline where Thanos was stopped. He was trying to find the one that - once Thanos won and destroyed the stones - we could fix things as well as possible. Regarding the rest I can't really speak on it. I have my thoughts but they match what most everybody else on the Internet says when they say they figured out how you can make it all the way through Endgame without time travel plotholes. Here's one I mostly agree with:
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The Upcoming Movies (and Movie Trailers) MegaThread!
Superfluous J replied to StrandedonEarth's topic in The Lounge
No. You're wrong. But you're not a bad person. -
CommNext [v0.7.0 for KSP2 v0.2.0]
Superfluous J replied to leonardfactory's topic in KSP2 Mod Releases
I had not yet worked with this mod much when I replied to you. My reply was based mostly on my experience with the old RemoteTech mod from KSP1. I just launched vessels with this mod and it's much more lenient with commnet connections. It's true you cannot create maneuver nodes, but you can still control the vessels and aim them at prograde and throttle up the engines. I just got 2 probes into orbit by launching them such that they were out of comms range at Ap, and then at Ap I told them to aim prograde and max throttle to raise their Pe up out of the atmosphere. I did this with no connection to KSC. -
CommNext [v0.7.0 for KSP2 v0.2.0]
Superfluous J replied to leonardfactory's topic in KSP2 Mod Releases
So I did some math and this appears to be where antennas will reach: Eeloo furthest ANTENNAS RA-100, 88-88 (100Gm) <nothing> ANTENNA HG-55 (86Gm) Eeloo Closest Jool (All) Dres (All) Duna Furthest Eve Furthest Moho Furthest ANTENNA RA-15 (15Gm) Moho Closest Duna Closest Eve Closest ANTENNAS RA2, DTS-M1, KSC (2Gm) Kerbin's SOI boundary Minmus Mun ANTENNA HG-5 (5Mm) Keostationary ANTENNAS 16, 16-S (500km) LKO -
CommNext [v0.7.0 for KSP2 v0.2.0]
Superfluous J replied to leonardfactory's topic in KSP2 Mod Releases
Launch them attached to a manned vessel. Release the first one above KSC so it has connection. The rest can talk through it. -
I'm not going to go so far as to say it's impossible, but I do not believe I can complete Evepollo with the tech I currently have or am likely to gain by doing Joolollo. I also - after dealing with several bugs relating to quickloading/saving that is making iterative testing of a Tylo lander extremely frustrating - am not sure I have the patience to design and fly an entire single-launch Jool 5 mission with the tech available. Because of those, I'm putting Kerpollo on the back burner. It was always intended as a stopgap challenge to give me something to do while waiting for more content, and so far it's done that just fine. But you can only lead a dead horse to so much water under a bridge before you ... I don't know. Metaphors are hard.
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Not altogether, as there are still uses for landers, resource gatherers, etc.
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"Great American Eclipse" II: April 8 2024
Superfluous J replied to cubinator's topic in Science & Spaceflight
I've reserved my place at a local winery where I'll be sitting on the patio with my eclipse glasses and homemade pinhole viewer when the clouds ruin the day Totality happens. -
Near it, yes. I don't think you should do vertical launches unless you don't care about efficiency, but if you do it anyway, the most efficient way to do it to go interplanetary is to launch straight up just before sunrise to go to outer planets, or just before sunset to go to inner planets. "just before" is to account for the rotation of the planet pushing you "up" or "down" (or "left" or "right" depending on how you look at it) and get you aimed as close to exactly pro- or retro-grade from Kerbin after you take off.
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Please don't, those 1-2 devs will take 1-2 devs off of active work for months to train, then take more months to become productive members themselves.
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Pretty much, except this one is true of all burns. You ALWAYS start "before" the "ideal" point - even in KSP1. Just in KSP2 you place the maneuver node at the START of the burn, instead of (as in KSP1) somewhere in the MIDDLE of the burn. I'm not 100% sure where the point where you're slightly burning down levels off and you start slightly burning up, but yes that will happen somewhere in the middle of the burn. Basically this method give you what we lost from KSP1's nodes without losing what we gained from KSP2's nodes. KSP1's nodes aim you (about) the right direction, but you have to guess when to burn (usually 50/50 is fine but not always) and your final path won't match the planned line exactly (but it will be close enough usually). KSP2's nodes tell you exactly when to burn and what will happen when you do, but you have to figure out the correct direction yourself (which is what this thread is about).
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Mohollo! (I *just* posted this so YouTube may be processing it for a bit)
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Yeah I was editing my latest video and I did it there at least once, and for sure you can do it (though I'm still not sure if that's a mod that enables it) but there is nothing in the game that will tell you that node's dV or staging expectations. Maneuver Node Editor will let you see (and edit) it though.
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Is the 2nd one not possible? I'm sure I've done it, though for all I know it's part of the mod I installed because I wouldn't play the game otherwise, due to the 1st one.
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I returned Hitman after 4 hours in. I had a good reason. If you feel yours is good then give it when you put in for the return.
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Zoomer v0.2.0 - KSP1 Style Zoom and Pan
Superfluous J replied to Halban's topic in KSP2 Mod Releases
Insta-install -
If your disappointment was so immediate, you should have gotten a refund. Then you can try to buy it again when it has the features you find fun.