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Superfluous J

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Everything posted by Superfluous J

  1. Not really, sadly. They're hard to make and the person making them won't get as much out of them as the random ones. There used to be a set of contracts that told a story but IIRC it was never completed and hasn't been updated in years. One thing you CAN do is install Strategia. It allows you to focus on one planet at a time and it generates a few specific contracts for that planet. Other than that, though, I don't think there's anything.
  2. You can disable the repeatable contracts section by section with Contract Configurator. I don't remember exactly where but I think it's either in settings or in the alt-f10 menu somewhere. I turn off recovery contracts my own self, but you could turn them all off. I'd leave World Firsts on. Those + anomaly surveyor should give you plenty to do and plenty of money to do it with (assuming you didn't go super hard on cash. And if you did I'd change those settings to make up for having less contract funds coming in)
  3. That could get sticky and really, how much does it change? What is a science grind? Is grabbing a reading on the launch pad after you unlock a new device "grind?" what about doing both the launch pad and runway? What about hopping over to KSC and the crawlway? The VAB is *right* *there* so that can't be really considered a grind now, can it? All to prevent a couple dozen science. A better rule may be that you can only go into R&D and unlock nodes once between missions, but even that I'm not too hot on.
  4. Not to mention the original Star Wars movie back in 1977 Check out New Horizons. Your homeworld orbits a gas giant in that pack (and likely many others). You could use the configs to figure out how to make your own moon-Kerbin.
  5. This is useful for so many purposes I do it myself frequently just out of habit, but just making sure they face roughly the same way and holding alt when it's being stubborn works perfectly. (One other good reason to build centrally and then move, you can easily do symmetry around symmetrically-placed parts, and then do symmetry around those, as many times as you'd like)
  6. You're forgetting the calendar reworking that willain-was done in 2021 to add daylight saving month.
  7. ...even though they seem to have extendible autostruts already implemented, even if by accident. The strut in this picture changed length as I extended the piston.
  8. Bone stock. I don't use the wheels regularly so I assume "Heaviest" is what they auto-strut to always. I don't know of anything that auto-autostruts to grandparent, just root or heaviest.
  9. Every time YouTube suggests one of those "____ is perfectly balanced" videos I wish for a regular-expression blacklist feature. It's a game. Enjoy your free power. I'll enjoy making planes that work due to these same effects. If they broke my plane to fix your exploit we'd both be sad.
  10. I'd like dish antennas to align so they aim at the thing (Kerbin or a relay) they are communicating with. I understand this is not exactly a small change for various reasons, but it'd have a small effect. But it'd be a nice effect
  11. The worst part is I actually remember this now that you say it Pinging OP @nascarlaser1 in case it's missed otherwise.
  12. No it won't, at least not in my testing. It will find a robotic part along the way and the game will stop there, and autostrut to the robotic part instead of the heaviest part. Here's a link to my testing on the subject.
  13. Done, and congrats! I'll overlook that little extra landing due to awesomeness and the fact that it didn't actually help you in any way
  14. Yeah I finally got a chance to try it and it doesn't work anymore, either way The problem here is if there is a robotic part on the ship between your part and the fairing, the autostrut will very likely connect to it instead, which doesn't help at all with wobbling. In those cases you MUST use actual struts.
  15. One of the things you can't tell the difference between 1.3 and 1.7 is that the vast majority of mods written for 1.3 work in 1.7.
  16. Doesn't matter. Autostruts very often attach to the first robotic part they find as they make their way up the .craft tree towards what you actually wanted to strut them to.
  17. I thought you could strut to the fairing? If the game doesn't let you do it directly, you can do it indirectly by building girders through the fairing and then trying to strut to the girder. The strut will stop at the fairing and it will hold normally. Then, of course, delete the girders. But I thought they changed it so you could just strut to the fairing. I don't remember for sure because just a couple autostruts always fixes it for me, though now that robotics plays oddly with autostruts I may revisit the technique.
  18. I use it for every maneuver node and use it to jump to the ship with that node (unless I'm already controlling that ship). You just click the alarm in the list and there's a button for it. Get in that habit and you will always have tons of backups. Also, it's super convenient. I've not gone interplanetary in 1.7 but I get impatient going to Minmus so usually have 2-3 things in progress at any time. I even sometimes drop a maneuver node on an orbit just so I'll get an alarm for the ship, for say before atmospheric re-entry.
  19. Do you use KAC? It makes lots of backups, once each time you jump to the ship. Of course you have to use its jump to ship ability...
  20. I have wanted this for like ever. THANK YOU! One question, is there a way to see this shell before committing to building the craft? I guess you could just cancel the build but it'd be nice while choosing to see that it's going to clip something, or build inward into the construction port, or whatever.
  21. I'm sure they're popular in certain circles but I disagree that they are even remotely ubiquitous.
  22. Never feel like you must apologize for not giving us free stuff faster. And a sincere thanks for releasing!
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