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Superfluous J

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Everything posted by Superfluous J

  1. My picture-free guess is you decoupled the stage while it still had fuel and was throttled up. It'll keep burning in that case and you have no way to throttle down as it's not part of your ship, but it still pushes you from behind.
  2. Extraplanetary Launchpads. I never remember if it's ELP or EPL.
  3. It always seemed obvious to me that air flow over the type-b cone would shove it in toward the craft. It's been a while since I experimented but recall being sad to note that it did not do that. I assumed that was for gameplay purposes, as the cone is obviously supposed to be oriented toward the craft as you built it. Frankly I'm happy it does that, at least now. It makes me feel more like I understand aerodynamics.
  4. I like to put the tiny fins on my side boosters, rotated one shift-rotation (I think it's 5 degrees?) outward. Makes the boosters fly away in a most satisfying way. But I know what you're talking about. When my boosters fly inward on separation and miss each other, I feel a bit robbed.
  5. I'm a huge fan of Astrogator, though you may feel it's cheating. When I don't use that, I actually do it myself with a maneuver node trick I learned years ago. The fact that I *can* do it this way makes it easier for me to consider Astrogator to be not cheating
  6. Yeah but he didn't say if it was being done in the dlc or the base game.
  7. I can't think of one, other than hard coding it to only work with the exact parts from Squad, which would kill modding for the DLC. Missing History would become Missing Missing History, if you catch my drift.
  8. Oh, and I may go back to that asteroid glider. By far the hardest part is clawing all the parts on to the asteroid. If I could claw once and then unfurl everything via robotics...
  9. If the parts worked in a non-dlc version, it would be a simple exercise to just create the parts as a "mod" for the game so you could use them without buying the DLC.
  10. The DLC could overwrite those algorithms. The base game doesn't need them after all. Or maybe the stock hinges work with them as-is.
  11. In short, no. In slightly longer, you can have no updates, or you can find a business model that makes money to fund additional development. Paying for that development is the surest way to get it.
  12. A gravity assist is (in a universe with SOIs) entering an SOI from outside, altering your trajectory within that SOI with the gravity of the body, and then exiting the SOI in a different direction than you entered. Leaving Gilly's SOI doesn't count in this case as Gilly is inside Eve's SOI. You can only use Eve to Gravity Assist by entering Eve's SOI from Sun's SOI, and then exiting Eve's SOI again into Sun's SOI. This is also why the maneuver they did in Interstellar was not a gravity assist. Or anything useful in that case but hey. NOTE: Leaving Gilly to go deep in Eve's gravity well so that when you burn at Pe you get an Oberth boost is a great idea in many circumstances. It's just not a gravity assist.
  13. I fixed this in my hand-wavey space opera with a simple throwaway line. Something along the lines of "The antigrav lowers our weight, not our momentum." Let the technicians figure it out. I got a story to write
  14. I'm brewing up (yet another in a series of failed attempts at) a contract pack idea but (as usual) what I want does not seem available. I don't know how hard it would be (or if it would take more work once Breaking Ground came out) but I've been told my job is to ask if something can be done, and it's he programmers job to determine if it actually can. So here goes. I've not seen anywhere a way to determine the distance between 2 parts (or a part and - say - a position on the craft like the Root part, or the COM, or whatever). Mostly I'm thinking of science parts, like a Thermometer must be x meters away from any part with any modules on it that might generate heat. or a contract states that you need 2 gravioli detectors, y meters apart from each other, during a flyby of world z. I searched the wiki and this thread, and I didn't see anything even suggested along these lines.
  15. If Breaking Ground is like most other updates, I'll be building a little craft I like to call "Untitled Space Craft." It's the starter command pod with 3 Mystery Goos on it. But I've many ideas for robotic parts, mostly involving things that you simply cannot fit in fairings now, that will fit into fairings in 2 weeks.
  16. I've waxed poetical about career over the years and don't really want to rehash my ideas (mostly because I don't have a simple link and don't want to type a lot) but I essentially agree with @Rocket In My Pocket that career is at its core fine, but has issues with the details. There is far too much science available in the world, and far too many other ways to get it. The core science mechanic needs to be hands-off and 100% in almost all cases so there is no benefit in returning with the exact same craft to the exact same spot. The difficulty level should not dictate how much money you get or need to spend, but how difficult building and flying rockets is. And once I transfer crew between two vessels around Kerbin, I shouldn't be required to do it around another world before I can be offered a new Explore contract.
  17. No worries. The whole line of reasoning re-introduced me to a fun mod.
  18. Here's a video on how to get to Moho (as was said, landing there isn't really the issue) for far less than the 5-digit budgets many bring. Bonus: It's older than this thread! Watching it again, I'd not bother fixing my inclination though I don't know offhand how much it hurt at Kerbin, or saved at Moho.
  19. I've had a few science-related things going through my head since this DLC was announced. The seismometer one you mentioned actually used to be a mod way way way back, like so far back I don't recall how far but before 1.0. Looking at craft like Voyager, I think it'd be neat if an instrument needed to be some meters away from any non-structural part in order to function, or perhaps returned less science the closer to the main body of the ship it was. The thermometer seems a good candidate for this. Similarly, maybe gravioli detectors should be gravioli wave interferometers. You'd need 2 on a ship, and they would only work (or work better) if they were something like 20 meters apart but still on the same ship. It'd give you a cool reason in career and science modes to work robotics into your craft.
  20. I know it's been like a week and a half (actually, almost exactly a week and a half. Within 2 hours. Anyway...) but this is not strictly true. Custom Barn Kit (assuming that's the mod you're referring to) does allow you to fiddle with what does what, but it can't change that craft size is dependent on the launch pad. I'd much prefer it depend on the VAB.
  21. Rigid Attachment just makes attachment nodes stronger so they allow less bending under stress. I never use them myself. I prefer judicious use of Autostrut instead.
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