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Everything posted by Superfluous J
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Asteroid Capture Difficulty vs. Your Expectations
Superfluous J replied to elxverde's topic in KSP1 Discussion
*clap* (sets an alert to reply to this thread in five years with another clap) -
But then you're also probably buying the razor blades. Unless you just have a REALLY COOL barber.
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How many watts is needed to fully penetrate the human body to the core? That's what was being suggested.
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very long recovery times
Superfluous J replied to tonimark's topic in KSP1 Technical Support (PC, modded installs)
No it was you you listed them here. They also told you what we'd need to help you there. But the short of it is, KSP doesn't take that long for anybody else so the problem is not with KSP in general but with your install of it. Therefore while with good information we may be able to help, the problem can only be solved by you. -
very long recovery times
Superfluous J replied to tonimark's topic in KSP1 Technical Support (PC, modded installs)
Are you the same guy who was running a billion mods and wondering why the game takes an hour to load? -
Squad won't, as they're not making KSP2. You'll want to watch Take Two's Private Division for that. And no, nobody knows when or if it'll have a pre order. Or even a regular order.
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Actually I'd like this defined. Do you mean the person who is playing that game must have no mods installed (See @archiebald's point) or that you can load the game with no mods? There is a pretty big difference. Most of my playthroughs, you could open in an unmodded game because all they had was info or UI mods. I don't generally go for part mods unless I'm playing a KAS/KIS game, and don't modify stock stats unless I'm playing a Kopernicus game. That said, I still couldn't help you. The last game I had a lot of ongoing missions in a stock-like universe was ... geez probably at least 3 years ago.
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I 2nd Aerospikes or Vectors. Make sure your lander has at least 8000 (preferably 9000) m/s of dV in vacuum listed in the VAB and at least the first 5000 (the more the better) of that is with the Aerospikes/Vectors. Then land as high and as flat as you can, burn straight up to 20-25km, and then start a pretty aggressive gravity turn to space. Then retry that a dozen times or so until you don't make a tiny mistake that ruins your chances of orbit. To show all of this as succinctly as possible, here's a link to me lifting off of Eve with closed caption commentary. https://youtu.be/5mHtUfd3U4g?t=500 (except turning aggressively but smoothly to space at 20km. that was too hard so I just went straight up)
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Some Mod To Leave The Larger Planets?
Superfluous J replied to MuriloMoreira's topic in KSP1 Mods Discussions
The mod you're looking for is Real Solar System or RSS. It reports to not run on 1.8 or 1.9 yet so you'll need to downgrade to (or stay on) 1.7.3, or find an unofficial upgrade. The best place to find all this stuff is in the mod's thread. -
They, or it, won't. That mod it's Kopernicus, and it doesn't work with 1.9 yet.
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How many of you play career vs sandbox?
Superfluous J replied to Logan Timmermann's topic in KSP1 Discussion
I only play sandbox when testing or doing a challenge. Actual play is in career or science mode depending on my mood. I started before career was a thing, and I quit because I didn't like the lack of direction. I came back the day career mode dropped and never looked back. -
First off, are you on console or PC? This is far easier on PC because you have the keyboard. Secondly, whenever you set symmetry to be on (anything other than 1, aka no symmetry) and your mouse happens to touch ANYTHING that's already on symmetry, the game flips your symmetry to that number. So here's what I'm guessing you do. You mouse down, click the symmetry button until it says 2, then mouse back up to your ship and on the way, your mouse goes over something with 4-symmetry. Bam, you're now in 4-symmetry. The solution is to stop clicking with the mouse. Instead, use X to cycle through your symmetry numbers, while your mouse is up where you want the thing to be attached. This will NOT allow you to place 2-symmetry parts on 4-symmetry attached decouplers. As others have said, you must place the entire radial assemblage you made, starting at the decouplers or cubic struts or whatever, as one entire piece.
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Boiling? That's not even body temperature. In B4 Kelvin joke.
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Sure. (actual game footage)
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Just make sure you click the dV button on the bottom of the screen and switch to "Vacuum" or you'll have inaccurate estimates. Regarding the map, just add the numbers as you go, but note that sometimes those numbers need to be all done in one burn even though they're different arrows. For example, to get to Duna you need ~3400 to get to orbit, that's essentially one burn, or at least one logical group of stages of your rocket. Then you need 950+130 to get to Duna. That's not a 950 burn and a 130 burn, it's actually a 1080 burn that is all done in Low Kerbin Orbit and ends up with a near- or even actual-encounter with Duna. It takes timing and planning. If you want to do it the "easy" way you actually need a lot more dV, about 800m/s more. You burn that 950 to escape Kerbin's SOI, and then while orbiting the Sun you plot a maneuver to get to Duna, just like you'd plot one to get to Mun from Kerbin orbit only on a much larger time frame. But the dV map doesn't tell you that kind of burn because it's inefficient.
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Assuming you have modulemanager installed (who doesn't?) then all you need to do is copy all the text in that code block, then create a text file anywhere in Gamedata (I made a folder for myself named "00Mine" just to keep things organized but anywhere in Gamedata is fine) named anything at all so long as it ends in ".cfg" and then paste the text into it. Just make sure you get all the text and don't miss a } or anything like that. Oh and watch out, Windows loves to trick you with extensions and name it something like "fairings.cfg.txt" and that WILL NOT WORK. It has to end in ".cfg" But other than those minor caveats yeah, it's that simple. Modulemanager will find it if it's named anything.cfg and will apply it and you'll have happy fairings.
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I like this one.
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There is a thread full of little MM configs that make things better (or worse depending on your opinion, and then you can just ignore those ones) but it's pretty old now and I can't remember the name. EDIT: I think it's here: But anyway I got this and several others from that thread. // Default fairings to Clamshell // Author: Alshain @PART[*]:HAS[@MODULE[ModuleProceduralFairing]]:FINAL { @MODULE[ModuleProceduralFairing] { useClamshell = true ejectionForce = 1000 } } Here's the rest I use personally: // Empty monopropellant from new pods/cockpits // Author: Unknown @PART[*]:HAS[@MODULE[ModuleCommand],@RESOURCE[MonoPropellant]]:FINAL { @RESOURCE[MonoPropellant] { @amount = 0 } } // Configure RCS to Translate Only by Default // Author: Snark @PART[*]:HAS[@MODULE[ModuleRCSFX]] { @MODULE[ModuleRCSFX] { %enableYaw = false %enablePitch = false %enableRoll = false } } //Default Hibernate in Warp to Auto //Author: Alshain @PART[*]:HAS[@MODULE[ModuleCommand]:HAS[#hasHibernation[True]]]:FINAL { @MODULE[ModuleCommand] { %hibernateOnWarp = true } } // Kerbal have lights on when starting EVA // Author: slubman @PART[*]:HAS[@MODULE[KerbalEVA]]:FINAL { @MODULE[KerbalEVA] { %lampOn = true } } // Add angle snapping to Squad Docking ports (12 increments as on textures) // Author: Psycho_zs @PART[dockingPortLateral|dockingPort2|dockingPort3|mk2DockingPort|dockingPortLarge|dockingPort1]:FINAL { @MODULE[ModuleDockingNode] { // If you want X degrees margin, use cos(0.5*X) as captureMinRollDot // 0.5 degrees = 0.99999048 // 1 degree = 0.99996192 // 2 degrees = 0.9998477 // 3 degrees = 0.99965732 captureMinRollDot = 0.999 snapRotation = true snapOffset = 30 } } //Fix astronaut cost to 100,000 with no increase. NEEDS CUSTOM BARN KIT INSTALLED. @CUSTOMBARNKIT { @ASTRONAUTS { @recruitHireBaseCost = 100000 @recruitHireFixedRate = true } } //Swap EVA with Crew Report for easier collection. @EXPERIMENT_DEFINITION:HAS[#id[evaReport]]:FINAL { @baseValue = 5 @scienceCap = 5 @biomeMask = 7 } @EXPERIMENT_DEFINITION:HAS[#id[crewReport]]:FINAL { @baseValue = 8 @scienceCap = 8 @biomeMask = 23 }
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I once split fiction into 3 categories based on explosions. If something explodes due to lasers, it's Science Fiction. If something explodes due to magic, it's Fantasy. If nothing explodes, then why are we watching this garbage? Hypothesis: This is already true, we're just not advanced enough to have cures for everything. Or even most things.
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I actually like drawing my own fairings. Also, the stock fairings actually ARE procedural. The procedure just involves the user determining the shape. What you want are actually AUTOMATIC fairings. I also dislike the exploding fairings, and change them to clamshell with a module manager config. Ew that would be on my complaint list if it was in the game. My preferred way to eliminate drudgery would be to shove it in the background. Why click a few buttons several times each and then sit on your hands for the remainder of the dozens of minutes that your refueling ship takes to get to orbit, dock, unload, and go back down to land at the drilling base, when the game could just figure out how much fuel you can get to that station a day and then do it for you automatically? Also, that not being in the game? That's my actual complaint in this post
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I had a thought about the old example planet from Libnoise.
Superfluous J replied to planet-creations's topic in The Lounge
You should probably link to libnoise, I for one have no idea what it is. From what I recall Kerbin isn't all that hard to make. It's like the default (seed=0) result from some common "make a planet" algorithm, with some added things like the crater and rivers. Oh I reread what you said and I see. I don't think it needs a name really. ProtoKerbin would probably work better here if you really needed one.