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KSP2 Release Notes
Everything posted by Superfluous J
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[1.12.5] Restock - Revamping KSP's art (August 28)
Superfluous J replied to Nertea's topic in KSP1 Mod Releases
A bit off topic but they try to release every 4 months. That was announced somewhere but I can't find it. For the past 2 years they've gone long in the summer though and who knows how COVID will affect things. But, considering most summers add 6 months to the typical 4, I'd guess 1.10 to come out some time in August. -
Looks like a bug in the display on the navball. It says there is enough dV in the staging on the left, but the maneuver node seems to think the rocket only has about 1/5 what it needs. Weird. If that's all stock (and in 1.9.1) I'd say it's bug report worthy. Aha. I don't tend to make maneuvers in atmosphere so never saw it. If it's recreatable, is there a bug for it? I did a quick search and didn't find one.
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Naw only that one adornment, really.
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I use D to lean right to go east for my gravity turn, yes. The only time I don't is if the aerodynamics of my craft requires it. Most recently my Jool 5 entry did as it had a plane stuck to its side.
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I'm actually shaving more often. Mostly because I used to shave on Fridays and now I don't have a schedule so I shave whenever I feel like it.
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I can't read (or identify 100% so if I'm wrong my point merely stands more strongly) Cryllic so I have no way of knowing, but does that site normally post woo-woo garbage? If so, that's enough. If not, I assume wherever they got the story from was doing it for clicks. If not, I don't know. Maybe she donated to them in a totally non profit way, or they get more donations with more clicks. Not-for-profit doesn't mean not-for-money.
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Unappreciated Genius Challenge
Superfluous J replied to Klapaucius's topic in KSP1 Challenges & Mission ideas
I have no ideas for entries, but another engine-saving technique is to use inline decouplers with crossfeed enabled, with fuel tanks attached radially to them. The engines will happily burn through the hole in the middle of the decoupler.- 28 replies
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For some reason this got me thinking. I don't consider Onyx Eyes any easier than the other adornments but I wondered which was the easiest? So I searched through the current 35 winning entries and found: 1 1st Class Insignia 18 Zircon Chevron 11 Silver Claw 1 Pearl Escutcheon 18 Amber Leaves 16 Onyx Eyes 8 Crossed Swords 2 Vermilion Heart So the "easiest" ones seem to be Zircon Chevron and Amber Leaves. Onyx Eyes is up there, but not the most achieved. I find it interesting that the 3 with the most entries all have numbers of in-game things (5000 funds, 10 parts, tech 4) which implies those are perhaps not easier to do, but more likely to be used as a basis for building a ship around. Just food for thought. No actual reason for this.
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- totm may 2020
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Clicks = $ People click headlines with crazy assertions. Q.E.D.
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I eat this kind of stuff up. I love snapshots into developers' thought processes. Thanks! I was a bit uncomfortable about the game becoming like Fallout 4 where every time you (or at least I) encountered a settlement there was almost a visceral reaction to the amount of micromanaging busywork required to keep them happy. Really? 20 new people arrived and not one of you thought to cobble together some beds for them? I like that the focus is staying on rockets and how colonies can help them, and not vice versa.
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Why does it take so long to realize you forgot something?
Superfluous J replied to maranble14's topic in KSP1 Discussion
I once posted an entire reply to a thread before I realized it was 4 years old. But seriously, the reason here is obvious. You don't need a parachute until you're re-entering so you don't realize it's missing until you try to use it. Same thing for opening solar panels that don't exist, transmitting science through a nonexistent antenna, or failing to rotate because the OCTO-2 doesn't have those reaction wheels you're so used to being installed in every command unit. The only reason we notice staging problems right away is because the launch clamps drop our ship onto the launch pad without igniting the engines first. If that didn't affect us until we got to Jool we'd not notice it until we got to Jool -
Let's All Land Together
Superfluous J replied to linuxgurugamer's topic in KSP1 Challenges & Mission ideas
@mystifeid that was glorious. I'm really surprised that they not only stayed together (I always thought that EVERYTHING you decoupled always went faster than you did) but also that the lower ones experienced more drag and therefore slowed down slightly faster (I always thought that the drag model assumed all craft were at the exact same altitude as the current craft) Very cool. -
It's actually been in the game for a long time but maybe they tweaked it and made it too generous. I've not played 1.9 enough, and don't fly enough planes, to have ever experienced this, but I have quick saved while flying them plenty of times. Can anybody confirm if this is truly a new issue with planes or maybe @RYU AZUKU99 is having a unique issue?
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Oh man I forgot about all that, especially how they called adding females to the game "Project V" V was for Valentina, just so we all know.
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Something's out there
Superfluous J replied to Ryohei56's topic in KSP1 Gameplay Questions and Tutorials
While true, they'd at least know what it was because it was created when they accepted a contract to rendezvous with it. This does not sound like that kind of situation to me. -
Something's out there
Superfluous J replied to Ryohei56's topic in KSP1 Gameplay Questions and Tutorials
You can go into the Tracking Station and see what it is. And even control it. This will eliminate all doubt. And by all means you can rescue it. Sounds fun! -
Very possible. I'd stage it away and then alt-f12 to "cheat" the game by making it do what it's supposed to do. In the debug menu you can select an active contract and force it complete. You get the money, science, and rep for it just as if you'd completed it... which you have. As to the difference in the dV readings, another possiblity is that in the VAB, the default dV readings are at sea level. All engines have better stats in space than in atmosphere (except jets I guess) but some engines - and Nukes ESPECIALLY - are TERRIBLE in atmosphere while GREAT in space.
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[snip] Yes, the Originals Jeb, Bill, and Bob, all with male names and male (60's astronaut) haircuts, were genderless. There was quite an uproar on the forums in fact at the thought of sullying them with genders when adding of females was decided on (rightly) and implemented (perfectly).
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Wow here's a blast from the past. I even recall that post I made 2 years ago Anyway, here are my notes for the changes I will be making to KSP2's system when the game comes out, presuming (as I am hoping with every hope in my body) that you can make Kopernicus-style changes by modifying stock configs (or even better, with a stock version of Module Manager): Moho: Axis tilt to match its orbit. Rotation so it rotates 3 times per 2 orbits, like Mercury. Eve: Axis flipped so it rotates backwards, like Venus. Gilly: Axis tilted to match its orbit around Eve. Rotation so it rotates in some fraction of its orbit, like Moho. Kerbin: Axis tilted 23 degrees, like Earth. Mun: Axis and orbit tilted 6 degrees from Sun, like Minmus is now. No real reason, just wanted it not in Kerbin or Sun's line. Minmus: Axis tilted 23 degrees from Kerbin, or 0 degrees from Sun. To make interplanetary from Minmus easier (Hey it doesn't have to be ALL harder) Duna: Axis tilted 25 degrees, like Mars. Rotation still locked to Ike. Ike: Orbit and tilt to match Duna's axial tilt. Rotation still locked to its orbit. Duna/Ike Alternate: Make Ike a bit bigger and make Duna/Ike a true dual world, depending on how (and if) KSP2 handles that. Dres: Axis tilt to match its orbit. Maybe add a thin ring if it's easy. Jool: No change. Laythe: Remove oxygen from the atmosphere (sorry but it makes no sense even in this silly universe) Vall: See Eeloo. Tylo: No change. Pol: Orbits Tylo in some way. I've always wanted a moon to have a moon. Bop: Axial tilt to match its orbit. Eeloo: Axial tilt to match its orbit. Vall: Orbits Eeloo. Eeloo needs a Charon!
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Agreed. I don't actually MIND them being there, my big problem is the way contracts work they're essentially MANDITORY, because you won't see a Jool contract, for example, until you transfer crew at Duna. I've gone so far as to add fake entries to my persistent file before, so the game thought I did it.
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Cheapo Enterprises would like to unveil the "El Cheapo 2", an improved (or at least modified) version of El Cheapo, to sacrifice some ribbons for more adornments. 1708m/s at sea level, 1729m/s on the pad. Tech level 4 and below, costs $4438, 8 parts including the thermometer to get science in orbit and the 2nd command pod , and a real shot at landing at the KSC.
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- totm may 2020
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totm march 2020 So what song is stuck in your head today?
Superfluous J replied to SmileyTRex's topic in The Lounge
Been watching a lot of Community lately. -
Yes. But only because I don't remember something that it seems from your post I should, from only a month ago.
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Nothing in KSP, but earlier today I started on a KSP related project. (this is a 1st draft so go easy if you comment )