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Everything posted by Superfluous J
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Agreed. My only addition is that you should never untertake something like this for others. If you're not doing it for yourself it'll never last.
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JNSQ Collab Workshop [Current project: Custom biomes]
Superfluous J replied to JadeOfMaar's topic in KSP1 Mod Development
I would hazard they used it because Minecraft did -
Reasons that you jettison a heat shield.
Superfluous J replied to JERONIMO's topic in KSP1 Discussion
If I'm coming down just over dangerous velocity (7-8m/s on land) I ditch it to hopefully slow down enough to not lose anything else. -
I've never had a crash related to the number of mods I've installed. During the 32-bit era, I never put enough to hit the limit. Now, I've never done enough to max out my computer's memory. It helps that I almost never install part packs or visual mods. I'm on one of my most unique runs through the game right now, having both JNSQ and ReStock installed.
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The earliest versions of Kerbal Space Program
Superfluous J replied to KasperVld's topic in KSP1 Discussion
Nothing. The irony was in the statement I quoted. I may have misread it, now that I read it again months later. At the time I seem to have thought it at least implied that KSP had anti piracy measures, which to me seemed a leap from the very accurate statement that sharing copies was illegal. -
How do you rendezvous in orbit of the mun
Superfluous J replied to Malico1's topic in KSP1 Gameplay Questions and Tutorials
Did you get the "rendezvous 2 craft in orbit of Kerbin" contract, and complete it? You basically do whatever you did there, but in Mun's SOI. Note that the two craft can't have launched together (so you can't just undock and be like "yay we rendezvoused!") but neither has to be newly launched. If you have 2 ships in orbit of Mun already, and they didn't launch together, they can rendezvous. Likewise, you can send up a new ship to rendezvous with a ship already in orbit of Mun. Assuming you don't know the fundamentals of rendezvous, there are many tutorials out there but this one is mine. Step 3 is docking so you can skip that one... for now. Rendezvous (getting your craft close): Approach (getting them stationary and close): Docking (getting them REALLY close): -
launching into the inclination you want
Superfluous J replied to MPDerksen's topic in KSP1 Gameplay Questions and Tutorials
I like this idea. Instead of KAC, the do-everything-you-can-by-eye player in me thinks instead you should have 2 such craft, one matching orbits with Mun (i.e. equatorial) and one Minmus. Then you can very easily just see where they cross and launch when your space center is under that point. -
The only place to get 1.7.0, or any version of the game other than the last released for each 1.x version, is from Steam or your own personal local backup. As you don't have either you're sadly out of luck. Your only option is to wait for Kopernicus to update. Actually you have one other option, you could install 1.6.1 and find a version of Kopernicus for it. Assuming one exists. Or 1.5.1, 1.4.3, etc.
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What career settings do you use?
Superfluous J replied to TheFlyingKerman's topic in KSP1 Discussion
Not really a career setting but I consider it one, I disable rescue contracts and use a CustomBarnKit config that does nothing but set the price to hire a new Kerbal to a static amount. -
https://www.google.com/search?q=balance+beam&tbm=isch
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Changing UI Navball texture by hand
Superfluous J replied to Sarxis's topic in KSP1 Technical Support (PC, modded installs)
This thread is really really old but IIRC is where NBTC came from originally. I even made a few textures my own self, though I rarely used anything but the default. Anyway, at the start there is some discussion as to how the game loads the texture. Not sure if it fully answers your questions or is even relevant anymore. -
Changing UI Navball texture by hand
Superfluous J replied to Sarxis's topic in KSP1 Technical Support (PC, modded installs)
Check out Texture Replacer: -
People keep saying this but it's not happening to me. I just docked a ship to a station, neither docking port was REMOTELY close to the COM of either, and I was switching back and forth between them multiple times making sure the ports were each targeting the other (manually, I don't have the SAS option) and both of them targeted the other craft's correct docking port just fine.
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What use built-in command pod antennas?
Superfluous J replied to Superfluous J's topic in KSP1 Discussion
AHA! There's a thing. Yeah it is pretty niche which is why I didn't think of it. But yes you can't make maneuver nodes without a comms connection, if all you have in the command pod is non-pilots. Thank you. I feel better now about the built in antennas -
Mobile Processing Lab MPL-LG-2
Superfluous J replied to DareDrop's topic in KSP1 Gameplay Questions and Tutorials
When you "review data" on a ship with a lab you should get a 4th option in addition to the normal 3. That 4th option is to process it in the lab. That's about it, other than making sure there are scientists in the lab and you have tons of time, and you transmit it from time to time. -
When you switch away from your station to the approaching craft, the station will still hold its active sas mode. If you told it to aim at the target it will continue to do so. You can test this by wiggling your craft back and forth and observing that the docking port on the station follows it. Then really your only choice is to turn SAS on and then do all the work with the approaching ship. Well there is one other choice. Set the target port to hold one of the two normal directions, and tell your approaching ship to do the same with the other direction. Those two points on the navball are unique in that they do not wander over time like the -grade and radial points, so once you get that heading on your ports, they will be guaranteed to be aimed perfectly at each other. Then you can do the actual translations with RCS.
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define "easiest" I have found controlling from the docking port and locking hold to target to be helpful but only if you're coming in straight to begin with and don't have any lateral motion. If you can't lock to target, I'd say just turn on SAS and do all the work from the docking craft, that you hopefully made as nimble as is necessary.
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It's one thing to say we might discover another planet. It's another to hide the existence of the game's equivalent of Mars from its inhabitants. However in the gameplay vs realism continuum, this looks like some fun gameplay. And you can't reasonably expect someone who installed ResearchBodies to want all the planets to be already discovered by default.
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What use built-in command pod antennas?
Superfluous J replied to Superfluous J's topic in KSP1 Discussion
In what situation would your rocket act differently without the in-pod antenna? 1) Pilot on board. He can fly it. Antenna doesn't matter. 2) Non-pilot on board. They can't turn on SAS but can steer. Antenna doesn't matter. 3) No one on board. No control, antenna or not. 4) Probe core attached. It has an antenna of its own, pod antenna is redundant. 5) ...? I actually don't know. I've never used KerbNet except on satellites to place biome waypoints and find anomalies. Do pods even have Kerbnet access? I literally don't know. At least it's a reason, I suppose -
Difficulty setting limits
Superfluous J replied to kyoden's topic in KSP1 Technical Support (PC, unmodded installs)
In the meantime, you can edit the .craft or .sfs file (depending on if this is in the vab/sph or if it's in a ship in flight) but that's kind of an extreme fix. -
A discussion about transmitting the new Breaking Ground science got me to thinking. We basically have 2 types of antennas for ships in the game (3 if you count relays but they're not pertinent right now). Built-in and add-on. The built-in ones are distinct from the add-on ones in 2 ways: They are built in (duh) to every command pod and probe core. Without exception. They cannot transmit science but do allow for probe control. Is there something else, though, that the built-in antennas can do? I cannot think of one but I'm very often wrong. And if there is nothing else they do, why do command pods have them? You can't remote-control a command pod so the antenna won't be allowed it's intended purpose there.
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Deployed Science: A few basics
Superfluous J replied to MPDerksen's topic in KSP1 Gameplay Questions and Tutorials
Well they power entirely differently so hey -
Deployed Science: A few basics
Superfluous J replied to MPDerksen's topic in KSP1 Gameplay Questions and Tutorials
Yes. I put a couple on the ground at KSC with just a controller and power and they transmitted their meager science returns with no issues. If the antenna couldn't transmit science it'd be useless, as you can not fly them or attach them to a rocket -
What's the longest you had to wait for an encounter?
Superfluous J replied to Reinhart Mk.1's topic in KSP1 Discussion
Yikes how far out did you travel? I haven't waited nearly that long, though I recall the potential with some planet packs I installed but never fully explored.