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Everything posted by Superfluous J
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I don't really know. It's like asking which side of the post office is more familiar to me. I barely even think about it. I've seen the inside more, that's for sure.
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Threads Of The Month: April Fools 2019
Superfluous J replied to Gargamel's topic in Threads of the Month
Indeed I have. I call shenanigans. All threads? Sure that's impossible. Though I personally have read a surprising lot of them. I suspect that I'm in a pretty high percentile there, up with most moderators. All threads in the Threads of the Month? Yes. I tend to have already read them, and those that I have not... Yes. Yes I do. All threads in THIS Threads of the Month? Let me check... Yes. I don't recall the 100,000 likes thread but I was the first commenter on it, so I guess I probably read it -
I installed, like, a dozen power outlets yesterday. All were too high off the ground to do sitting, but too low to do standing, so I stood and stooped the whole time. Then today while turning to say something to someone, I pulled my back.
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Question: is vacuum in space real?
Superfluous J replied to JERONIMO's topic in Science & Spaceflight
Depends on how you define it. If you mean are there vast swathes of space, like light years on a side, with 0 particles at all? No. Probably not many even a meter on a side though I'll admit I don't know the actual densities and probabilities involved. Are there points in space where there is no mass at all? Yes. An infinite number. In fact there are an infinite number in the area directly around you, and even inside you. And don't even think about quantum particles. -
There are several reasons you can't transfer fuel. You're not connected. The ships must be docked together or clawed together. They actually become one ship at this point. You didn't upgrade R&D. Right-click R&D and see what it says you can do, and what it says the next upgrade will allow. You have something blocking the flow, and the difficulty setting that allows things to block fuel flow called "Fuel Transfer Obeys Crossfeed" Whatever one I'm forgetting, unless those really are the only 3.
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Not getting science missions
Superfluous J replied to Ron Devu's topic in KSP1 Gameplay Questions and Tutorials
Also, I don't ever consider contracts as science opportunities. I get science on my own by using the science doodads on return missions (I never bother with probes, except as relay satellites) and I pick contracts for the place I'm going to fund the mission. -
When Adding A Game Save
Superfluous J replied to Castille7's topic in KSP1 Suggestions & Development Discussion
I've had this problem as well. So long as it doesn't do that meta information thing so it takes forever.- 1 reply
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Disappearing Contracts
Superfluous J replied to LTrotsky's topic in KSP1 Gameplay Questions and Tutorials
If you have that save game (which you seem to) then it can't hurt to open a bug report with it. Maybe there will be some clue in it as to the problem. The problem will never get fixed if it's not reproducible. -
Klaw won't grab asteroid?
Superfluous J replied to MaverickSawyer's topic in KSP1 Gameplay Questions and Tutorials
Actually IIRC 1m/s is the minimum. You need to really jam it in there. -
Weird you say that. I find doing it with maneuver nodes to actually be easier than burning normal, where you're constantly a little off so your Ap goes crazy. Is the absolute maneuver node a stock thing now? Or is that still from PreciseNode? Where the maneuver node doesn't rotate as you pull on the handles. With that on it's super simple to get the destination orbit correct, because the handles actually change your resultant trajectory the direction you pull them.
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But it's right in plain sight.
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Yes. Try it. Hack a ship with plenty of dV and maneuverability into orbit. Use the maneuver node marker to make a 90 degree orbit shift and see how much dV it takes. Then burn it going normal instead of following the node. Note how much dV your ship has before and after the burn. As to why, as you burn normal, the direction of Normal changes. Therefore, you weren't burning the correct direction originally and are correcting your direction slowly throughout the burn. Any burning you do away from what that maneuver node told you to burn is wasting fuel.
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Private Division looks for a Community Manager for KSP!
Superfluous J replied to UomoCapra's topic in 2019
Considering TTI owns the branding, Squad probably can't do any merchandising. If TTI thought there was money in it I'm sure they'd be selling merchandise. The fact that they're not tells me they don't. And based on past KSP merchandise I can't blame them. I was never really impressed with any of the physical objects they or others sold. -
You may have not understood the suggestion, unless I didn't. Assuming @Rocket In My Pocket was furthering my idea from: I meant to just eyeball when making the maneuver node to create the orbit. Then follow the maneuver node. That way, you don't waste fuel trying to burn perfectly normal or anti-normal (which is inefficient even if you were able to do it perfectly the whole way)
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I've lived in America my whole life and spend a couple weeks a year in Texas, and I sometimes have trouble understanding them.
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Accelerating during non-physical timewarp
Superfluous J replied to razorblade75's topic in KSP1 Mods Discussions
Way back in... geez I think it was 0.23 or something... there was a mod with a solar sail in it that supposedly worked during time warp, and even when the ship was on rails and not being controlled. I never tried it, and didn't know enough back then to be skeptical. I've never heard of one since, but maybe some googling will find it, though obviously it won't work now, over half a decade later. -
It's the cheat debug menu. You can do all sorts of things in it, including place any craft in any orbit of any body, so long as it's a high orbit.
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There are two a couple ways I can think of. Use alt-f12 to put something else in an equatorial orbit of Mun. Then target it, do your thing, and then delete the other craft. Take a satellite contract for an equatorial orbit, and then adjust your satellite 90 degrees to it. Accept that if you were not sure if your orbit is polar or not, it's good enough. that last one is what I do.
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Selecting a core
Superfluous J replied to MPDerksen's topic in KSP1 Gameplay Questions and Tutorials
Here's how I choose a core: Q: Are you making a rover and have the Rovemate unlocked? Yes: Use the Rovemate No: Continue Do you have the OKTO2 unlocked? Yes: Use it. No: Continue. Do you have the HECS unlocked? Yes: Use it. No: Go do some more science. IMO the OKTO2 is the best core because it's light, does all the directional holds (maneuver's nice and all but I never really *need* it), and can scan for biomes. HECS is second only because it's the first one you unlock after the essentially useless Stayputnik. Rovemate's got a niche that it fills well. Apparently the big cores allow a pilot to control a nearby probe. I've never bothered with that. Seems like a lot of work for a small benefit when you could just put a better antenna on the ship with a pilot. -
Anything less than animals, I say we study it with aplomb. Animals to intelligent life, we respect their habitats (which will suck as they will be among the few places suited to life we'll find) but study as well. Intelligent life, we try our best to not wipe out or be wiped out by in the almost assured conflict.