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KSP2 Release Notes
Everything posted by Superfluous J
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Need some help on a rescue mission
Superfluous J replied to CharlesKerbin's topic in KSP1 Gameplay Questions and Tutorials
I agree with everything @Aegolius13 said. If you're still having trouble, I suggest you post a pic of your ship in the VAB with Vacuum dV stats expanded, and maybe a pic of map mode, you in space compared to the target. Then we'll see what we can do Orbital rendezvous is difficult. Don't feel bad. It only becomes easier after you've done it multiple times and it never becomes *easy*. -
Has the Mun Or Bust title screen been removed?
Superfluous J replied to nosirrbro's topic in KSP1 Discussion
I find this to be true. Any chance, @TriggeredSnake , that you don't exit the game via menus and instead alt-f4 from a safe-but-in-game state? Nothing wrong with that, of course. I do it most the time too. but it would keep you from seeing any screen but the Kerbals in orbit one. Anyway as nobody has actually posted it... This at last answers the OP's question. From 3.5 years ago. -
Load in physics in the editor
Superfluous J replied to Majorjim!'s topic in KSP1 Suggestions & Development Discussion
Agreed. Bonus: Set gravity amount, either by picking the world or setting the value. Preferably both.- 1 reply
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How to stop servos from locking up?
Superfluous J replied to Shogun Gunshow's topic in KSP1 Gameplay Questions and Tutorials
I have sent a vessel with 2 hinges and a piston to Mun to land, in JNSQ so everything's a bit bigger. It not only lifted off Kerbin with no issues, but landed on Mun, returned to orbit, and landed again with no problems. I didn't slam it around or anything but I wasn't particularly graceful either. What's your launch TWR and how many gees do you tend to get when this happens? -
With a command line switch. https://wiki.kerbalspaceprogram.com/wiki/Startup_parameters
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5... 4... 3...
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I just realized that in spite of playing this since it was officially released and really loving it, I've not yet posted here. I don't think I'm actually in your exact target range here: Sure I'm seasoned. Heck by now I'm marinated I however do like stockalike and tend to avoid anything that changes the core gameplay of launch rocket, crash rocket, repeat until you don't crash rocket, without having to worry about pesky little things like life support, ullage, boil off, or any of those other things that realism purists say are required to fully enjoy the game. I've just landed on Mun. I've not yet gotten to Minmus. I'm having a great time and am looking forward to the rest. Just like I did in GPP. Anyway, thank you for the pack. it's just what this old dog needed to try a few new tricks.
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Here it is. In almost every way it's better than any landing struts in the game. The feet wiggled a lot when it hit the ground, but the pistons did a great job absorbing the... ah... impact and upon reloading the scene it was rock-solid steady. Oh, and with the storage bay starting out unshielded and careful placement of all parts, it's totally balanced AND there is NO CLIPPING of anything other than some cubic octo struts. Those actual octo struts fit nicely in each of the 4 sides of the storage bay. I may never use landing struts again. The only ways it's beat by them is part count and mass. And I suppose construction time but whatev that's why I play If you're curious, that ugly thing is my Mun lander for JNSQ. It allows an engineer and scientist to land together sans pilot and return to the orbiting space station to refuel. The first trip brought those boxes full of deployible ground science and the rest will hit a biome at a time. The only flaw (other than having rcs jets when I've not researched them yet. What the what Making History?) is that I forgot the antenna. But that's what copious relays are for. I can't transmit until I'm back at the station, though.
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As it depends so much on your ascent path, I'm not sure how much any equation would help. I'd say to launch it once with a guess, don't deviate from that guess until orbit, then check your deviation and relaunch. Or if you're aiming at something, target it and spend the launch in map mode watching your an and dn. This is what I do hitting an asteroid or orbiter.
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How to make Body Closest Approach nodes behave
Superfluous J replied to natsirt721's topic in KSP1 Discussion
I've done this before to find actual encounters in the future. Never tried it to find a tricky encounter with another world. I'll have to give it a try. -
Modular Science Experiments?!?
Superfluous J replied to AHHans's topic in KSP1 Suggestions & Development Discussion
I like the concept but I'm a bit leery on it in the game. It's already too easy to make a rocket of too many parts and get game slowdown. If those 7 science experiment parts are now 4-5 pieces each... -
My KSP 48-75 Spark engine test :-)
Superfluous J replied to Pawelk198604's topic in KSP1 Mission Reports
I read it as: Its "NASA Countdown Clock" -
Not that I know of. I learned everything I know about KAL (which I'm sure is far from everything to know) from futzing about with it.
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Today I made working landing gear out of hinges and pistons. They toggle with G and (at least on Kerbin on the launchpad) work about 10x better than legs. One hinge swings them out and back, the other aims the feet up (when stowed) and down (when deployed) and the piston goes from fully compressed to extended and back. Plus I have each on their own axis control so I can tweak them if necessary.
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DV on the right is not displayed
Superfluous J replied to Wtianx's topic in KSP1 Technical Support (PC, unmodded installs)
We may need more info to help you but a first guess: go into settings and make sure it's enabled. -
My experience is that this has always happened, since pilots and probe cores were introduced.
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Superfluous J replied to Thomas P.'s topic in KSP1 Mod Releases
That post was really directed at anybody thinking that the Kopernicus devs (and everybody else in the chain) don't have reasons for doing what they're doing. You can complain about Steam. To a lesser extent you can complain about Squad. You gave them money. But Kopernicus? No. You have zero ground to criticize the free thing they gave you. I thought I was quite civil. Stern, sure, but civil. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Superfluous J replied to Thomas P.'s topic in KSP1 Mod Releases
Yeah but what problem? Steam's problem, that people never update and then complain to Steam about problems caused by old versions? Steam fixed that problem by forcing updates. Squad's problem, that they can't handle this much web traffic every update? They solved that problem by using Steam. Kopernicus' problem, that it's far more likely for an update to break something than not, and sorting "I didn't read the instructions" from "I have a legitimate bug" posts was too much for people working for free? They solved that problem by version locking. Or your problem, that you allowed these 3 things to break your ability to play your modded game? It's up to you to solve that problem. Not anybody else. -
[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Superfluous J replied to Thomas P.'s topic in KSP1 Mod Releases
I'm pretty sure it's easier to use Steam as a backup and copy your real game to a different directory so you're in control of what version you are running. -
I love you.
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Dan Vs. (Cartoon from The Hub)
Superfluous J replied to The Wandering Cosmonaut 's topic in The Lounge
Don't remember it but it's nice to know the actress from Kim Possible found new work.