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Everything posted by Superfluous J
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How to disable the DeltaV in new KSP
Superfluous J replied to Sirad's topic in KSP1 Gameplay Questions and Tutorials
This is based of vague memories but yes, it should disable them being calculated. -
Contract "Reaserch temperature at Mun"
Superfluous J replied to Vadym's topic in KSP1 Gameplay Questions and Tutorials
Could you take a screen shot of the contract window, in Mission Control? Upload it to Imgur.com or any other site that allows linking, and we'll be able to help you much better. -
In both cases, I'd test it. Get into LKO, plot a maneuver to encounter Mun. Check the dV. Does it equal 860 times the square root of your rescale factor? If so, then you can be moderately confident that all values do. As for atmospheres, that's up to the author of the mod. Is Kerbin's atmosphere 70km, 70*(factor) km, or something in between that the author felt was "right"? I believe, though, in all cases the (i)nfo button in the tracking station (or map mode) when you have a world selected will tell you the correct atmosphere height. But there's no real way to get a good idea for dV to orbit on an atmospheric body without running tests. 3400m/s for Kerbin isn't a mathematically correct answer, it's what tends to work given ideal conditions and a typical rocket.
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How to disable the DeltaV in new KSP
Superfluous J replied to Sirad's topic in KSP1 Gameplay Questions and Tutorials
It's in the settings somewhere, but rather than load the game and poke around for you I'll just tell you to open your settings.cfg and look for: DELTAV_CALCULATIONS_ENABLED = True DELTAV_BURN_PERCENTAGE = 0.5 DELTAV_BURN_ESTIMATE_COLORS = True DELTAV_BURN_TIME_COLORS = True DELTAV_ACTIVE_STAGE_UPDATE_SECS = 0.2 DELTAV_ALL_STAGES_UPDATE_SECS = 4 DELTAV_VESSEL_EVENT_DELAY_SECS = 1 DELTAV_ACTIVE_VESSEL_TIMESTEP = 5 DELTAV_CALCULATIONS_TIMESTEP = 5 DELTAV_CALCULATIONS_BIGTIMESTEP = 100 DELTAV_USE_TIMED_VESSELCALCS = False DELTAV_APP_ENABLED = True DELTAV_APP_TWOCOLUMN_MODE = True STAGE_GROUP_INFO_ITEMS = ISP,TWR,BURNTIME,DELTAV STAGE_GROUP_INFO_WIDTH_EDITOR = 100 STAGE_GROUP_INFO_WIDTH_FLIGHT = 120 STAGE_GROUP_INFO_NAME_PERCENTAGE = 0.5 These are my settings. Not sure which ones I changed but IIRC I actually had to enable it, though that may have been when it was first introduced and now it's defaulted on. Anyway, likely the only one you need to change is the first one to False. -
Contract "Reaserch temperature at Mun"
Superfluous J replied to Vadym's topic in KSP1 Gameplay Questions and Tutorials
What is the exact wording of the contract? I've not seen a contract worded as you described. Do you have Contract Configurator installed? -
A Moving Strut For Breaking Ground
Superfluous J replied to SolarAdmiral's topic in KSP1 Suggestions & Development Discussion
I'm wondering if they tried to make autostruts work that way and abandoned it for some reason. But yeah automatically telescoping struts would be awesome, if unrealistic. I'd settle for a stock EVA struts. Or, in lieu of that the mod EVA struts. -
Momentary throttle?
Superfluous J replied to Matt_In_Oz's topic in KSP1 Gameplay Questions and Tutorials
What I like to do is hold down ctrl and tap shift. Tapping shift throttles up a tiny bit, and holding ctrl means that the moment I let go of ctrl throttle goes right back to 0. If I need more than that but less than full, I just throttle up as I'm nearing the ground and watch my velocity to make sure it's heading downward or staying still as I get close to the ground. If you need more than that, though, I'm not sure what to tell you. Z/X works for me though it's a lot harder to finesse just because at full throttle the difference between 0.2 seconds and 0.23 seconds can be a lot of meters per second. -
Splitting burns and Ion Engines
Superfluous J replied to Reinhart Mk.1's topic in KSP1 Gameplay Questions and Tutorials
I don't know the "right" way to do it but here's what I do when I need to split burns with nukes. No clue if it'd work with ions. At some point your isp is so low you just can't effectively do a "typical" burn. Set up your full maneuver node. Note the dV requirement and time. Decide how much you can do at once (I personally like 4 minutes as the maximum). Decide how many burns you're doing (I like 2. Many times you can't do more than 3 because you'll eventually eject) Pull back (full minus one burn's worth) on the maneuver node (usually 1/2, but if you're doing 3 you'd pull back 1/3) to see what your orbit will look like on the penultimate node. If it ejects you, you're going to have to rethink things. If it encounter's Mun's orbit, you'll have to make sure you don't encounter Mun when you actually do the burn. Note in particular how long it takes to go around that orbit. You'll need to time your burns so when you get back from that orbit, you'll be at your transfer window. Repeat 2 as many times as you're planning to do burns. Note how long the whole thing is going to take. This is one of the reasons I restrict myself to 2 burns, it's a pain to keep track of stuff The other reason I listed above: The more burns you do the more likely you'll eject during one of them, and once you eject, you can't do more burns as you're not coming back down to Periapsis. Now you know when to go for the first burn and how much to burn, so do it, with a new maneuver node of just the first burn. Re-make each maneuver node as you go, as there will be little errors in execution so you'd have to edit them anyway. Profit -
MOHO lander suggestions
Superfluous J replied to Siska's topic in KSP1 Gameplay Questions and Tutorials
I've found it very useful for things like this (launching to the correct angle in particular, but any ejection really) to have a ship/station in orbit. It doesn't need fuel or engines but does need to be able to make maneuver nodes. Make a maneuver node that will do what you want with that station (in this case, eject from Kerbin in the correct direction and speed at the correct time to eject to Moho), and then when you're on the launch pad target that ship, and launch in such a way that your orbit has 0 (or at least close to 0) tilt relative to the maneuver node's direction. -
All day. Every day.
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Man Node Burn Time
Superfluous J replied to Scarecrow's topic in KSP1 Gameplay Questions and Tutorials
Does your ship show proper dV values? Is it at least mildly correct? Does this happen with all ships or just some ships? If you build a very simple ship (engine, fuel, command pod) does that have the problem too? Any mods installed? -
MOHO lander suggestions
Superfluous J replied to Siska's topic in KSP1 Gameplay Questions and Tutorials
Here's a video of a ship I used to go to Moho and back. It was low-thrills, nothing but a science run. It was also in science mode, so no money though the ship wasn't in the least bit crazy for career mode. -
Welcome back, you're in for quite a journey. I can't think of an aspect of the game that hasn't drastically changed since 0.18. Kerbin exists. That's about the only thing that's the same.
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How does autostrut work?
Superfluous J replied to SansYT15's topic in KSP1 Gameplay Questions and Tutorials
Think of autostrutting as a way to specify points of extra rigidity between parts to make your craft more structurally sound. They are not a hack or a workaround, but a tool. They perform much the same function as the cables and cross-beams on a bridge. So enable them on parts you want to secure more ... uh ... securely than the single point that you get by default when connecting two parts together. Cycle through the various options of what to strut to, and use the one that you think will do the best job. For booster stages, feel free to use any of the options (though I tend to use grandparent or heaviest, which generally helps attach side boosters to the central stack). For long rockets strutting the engines to root can really help, and I also like to strut the base of a fairing to root. -
I'm the same. I remember about 5 years ago checking via timewarp if the sun rose at KSC at different times throughout the year. I was curious if a Kerbal day was siderial or solar. Turns out it was siderial, which I guess makes sense for them as they're so obsessed with space. From that moment on, I decided "what time is it?" literally didn't matter for surface operations. All it mattered for was encounters and windows. I believe that the siderial/solar thing was changed. Perhaps in 1.0. I don't know. I've never bothered to recheck.
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How to plan a tylo gravity assist?
Superfluous J replied to Space Nerd's topic in KSP1 Gameplay Questions and Tutorials
As said above, do this at your mid course correction, and aim for the correct area. HOW do you do that? Very lightly Use the new maneuver editor (in particular the slider that allows you to to make larger or smaller changes) or a mod and dial down your steps/precision as you get closer and closer. Set Tylo as a target, and then fiddle with your encounter until your orbit is passing by just by it, to the right of Jool (in default map mode, make sure your ship is passing Tylo so you're going in the same direction it is - albeit much faster - as you pass by). You've got maybe a 1/10 chance of actually encountering Tylo here. If you to great, if not, use tiny (like, the smallest) prograde/retrograde and radial/antiradial steps to move Tylo around its orbit as you near. Each way prograde or retrograde or the radials will move both your orbit a bit and change the time you get to Tylo, causing it to be closer to you when you arrive. All you need to do is fiddle with each until you are showing up as Tylo is there. Then you need to further tweak it as above, so your resultant orbit is nice. I'd try to shoot for one that goes lower than Vall at the top and not much lower than Laythe at the bottom, but don't sweat it too much, just cutting out that initial slowdown saves a ton of fuel. Sometimes many, many tons. -
A thread to share your thought about mobile apps/games.
Superfluous J replied to JERONIMO's topic in The Lounge
That's actually not ironic. It's apt. I've been happily playing Final Fantasy V on mobile for about a month now. Fantastic interface and I'm pretty sure it was upressed from the original. Very happy with it. Other than that, I love puzzle games, and my favorite so far is Konami Puzzle Collection. The first 20-30 puzzles are almost stupidly easy but after about 500 puzzles, the last few are mind-numblingly hard. If you like crossword puzzles (hint, I do) then you cannot do without Shortyz. I have no idea how this app has functioned for free for the nearly decade I've been using it, but it has. There are plenty of good games on Mobile, and you don't need to suffer unskippable 30-second ads and mandatory micropayments if you're picky or are willing to (gasp) pay for them upfront. -
[Taco=Sandwich spinoff] Is a gyro a taco?
Superfluous J replied to Heliocentric's topic in The Lounge
I always assumed, without ever checking, that "hero" was an anglicization of gyro. Assuming that's true, then yes a gyro is a sandwich. However, even if a taco is a sandwich, and a gyro is a sandwich, that does not mean a gyro is a taco.- 10 replies
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Sigma Binary stars with a planet at the barycenter
Superfluous J replied to Superfluous J's topic in KSP1 Mods Discussions
That was the intent, yes, to replace the stock sun with the binary. However there's no reason I can't break that personal rule to get it to work in the game rules. I hope to play with it tonight and will ask any questions I have. -
This was split off from the comments on another thread (thanks Gargamel for doing that for me) so may be a bit disjointed, but I wanted a thread where I could discuss this as its own topic. I have a very specific idea that I don't think will even work, but I want to actually try it before I ask any questions. The big problem with that right now is that I worked 2 unexpected extra days this week so have had very close to 0 free time. Also, Factorio But the idea is planet "Barry," at the barycenter of 2 (KSP-sized) red dwarfs, orbiting each other at some distance. Each dwarf has a small planet orbiting it and then the system itself has a couple inner planets and a large outer one. I may even reuse all of KSP's planets. Except Kerbin, because Barry will be 90% hellscape and 10% "equatorial" belt, where the two stars are on the horizon and the surface isn't so hot. The planet will be "tidally locked" to the two stars, so rotate once each of their years. I don't care that it wouldn't work in reality, so lay off that But what I'm not sure of is if it'll work in Sigma Binary.
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I should be among the idle rich. Life is full of shoulds that just aren't going to happen.
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You did, but it's not an option but a Unity switch so it's easy to miss. Step 1: Set your game to be windowed and the resolution of your full screen. Exit out. Step 2: Launch KSP (or set up Steam to launch KSP) like so: ksp_x64.exe -popupwindow
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It was a joke, because you said that if you ask random people for a random number they'll say "one." I'm not saying it was a good joke or anything...
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Stricter rules on Planet Pack creation
Superfluous J replied to coyotesfrontier's topic in KSP1 Mods Discussions
I don't think we need stricter rules. Planet packs just need to be treated as mods and not allowed in releases until they're ready to be released.