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Everything posted by Superfluous J
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Need rudimentary help about fuel flow
Superfluous J replied to FloppyRocket's topic in KSP1 Gameplay Questions and Tutorials
You can say that again. I don't even look at the green stuff, personally. Just the numbers, and the actual tanks in flight. The game did, when you set up your staging. The game sets up your rocket so that any tanks that can cross-feed through a decoupler will empty first, so you can toss them. This is based entirely on the root part of the vessel. The game will try to help you shed things that are separated from the root part by a decoupler. In the case of your ship, the outer tank should drain first because 0 is higher than -10. When it does THE ENGINE WILL KEEP FIRING because it can still pull fuel from the center tank, but you can still toss it because that entire assembly has no fuel. Yes. Probably. Likely. I really don't know because like I said I don't pay attention to them. - lowers priority 10 is the current priority (0) is the deviation of that current priority from what the game thinks is "correct." It's actually almost always right if all you care about is dropping spent stages. + raises priority. 0 ... I don't acutally know. i suspect it's a reset but I don't actually remember even seeing it No clue. Don't use it. Yes. Not the order you place them, the order you set them in staging. And yes, with those +/- keys. You have to do it manually if you want it, and I frequently do. I like setting up early rockets so the fuel drains from the lower tanks first, so the upper tanks keep the center of mass forward. It's just about the single best way with a low-tech rocket to keep your engine from dominating the center of mass. However with big high-tech rockets I almost never bother as the game always gets it right. You can leave all the tanks in a stage the same number and they'll work just fine, so long as you don't care about the rocket's center of mass. Not sure what you mean here. If I attach 2 tanks radially and symmetrically, and change one's priority, the other's changes. I can't say that for sure. I am actually a pretty big proponent of the new fuel flow system and even I use fuel ducts sometimes when I either can't be bothered or it would be too much work. Oh, one more thing, I'd like to clear up a misconception: This does not happen. You can imagine it happening in your head, but the game does not model this sort of behavior AT ALL. Well, it does when you manually pump fuel around your ship but it doesn't happen when burning engines. ALL that happens when you burn your engines is the game finds the tank with the highest priority that still has fuel, and uses that. The fuel basically teleports from the tank to the engine. When that tank is empty, the engine finds the next one in the priority list, until it cannot find any more tanks. Then it stops. if it finds 10 tanks with the same priority, it takes from them evenly, but that's the only real exception to the above rules. And, of course, it won't look past things that don't allow fuel flow. This is why a side engine will keep burning even though all of its tanks are empty, and it means you have to watch them to know when to stage. -
The The trick is, Mun rotates under you so what is safe in one orbit is not in another. So any orbit with a Pe less than 5823m will crash, eventually. And any orbit with a Pe more than 7047m will be safe, forever. In theory you could find a latitude that - for the entire way around the Mun at that latitude and for multiple degrees above and below it - the highest point is lower than 5823m, but that would take a decent amount of survey work and I doubt you could do it with in-game tools (short of finding the highest point at each degree or so manually). I wish you the best of luck. But I'm personally happy keeping my equatorial orbits over 6km and my polar ones over 8km.
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Question about Gilly
Superfluous J replied to Reinhart Mk.1's topic in KSP1 Gameplay Questions and Tutorials
Gilly is more like a large asteroid than a small planet. You're better off thinking of landing on it as a docking maneuver than an actual landing one. As in, thrust toward it, turn around, slow down when close to the surface, maybe even use RCS to fine tune the approach. -
Remote Control?
Superfluous J replied to Elroy Jetson's topic in KSP1 Gameplay Questions and Tutorials
Okay so just to be sure here you are sitting on the surface. You turn on SAS, and it turns on. You throttle up, lift off, turn, start moving around, and suddenly SAS turns off and you're told you don't have a pilot on board? If the above is true it sounds like you're running out of power. Do you still have the drills and converter on? Are you using a Terrier or other similar engine that does not create electric charge? Turn those drills and stuff off, make sure your solar panels have sun, and I think you'll be fine. You don't even need connection to Kerbin as long as you don't want to futz with maneuver nodes. Sorry that last sentence may be in error in career mode. In science mode it's true but it's been a while since I tried it in Career and don't remember what pilotless-but-kerbed-and-probed craft can and can't do in Career. -
Not to belittle your difficulties, but I love the whole idea of flying to London from the US to watch Hamilton.
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Why are Eve landers listing?
Superfluous J replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
I don't know if it's widely known or not. I didn't know it. And while it goes directly against my observations using airbrakes, I am willing to accept that I'm probably just seeing what I expect to see (that they peak out from behind the heat shield, get some drag, and then get pushed back) instead of what's happening (as they get farther from the line of the vessel's trajectory they have more torque, so when they're behind the heat shield they just have less affect because they're in line). -
Why are Eve landers listing?
Superfluous J replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Source? I'm not running the game now but I recall testing my Eve lander and noticing the drag arrows going crazy whenever it wobbled into the airflow like the OP's craft. Also, entering a planet sideways as opposed to head on (with a lower surface area in the wind) most assuredly causes you to slow down faster. -
What have you been playing recently? (Other than KSP)
Superfluous J replied to a topic in The Lounge
I have gotten so sucked into Slay the Spire I can't even think. Every time I lose (which is about 9 out of every 10 runs, if I'm being generous with my win rate) I say it's ridiculous, why am i doing this to myself, I'm never going to consistently win this thing like - seemingly - every single other human on Earth if you watch YouTube or read Reddit. Then 10 minutes later I'm going out for another failed run. -
Re entry target KSC?
Superfluous J replied to Elroy Jetson's topic in KSP1 Gameplay Questions and Tutorials
This one works on pretty much any world with air. Including Kerbin of course. Quicksave. Do your deorbit burn over a landmark that you can find later (I like the morning terminator) Let your craft deorbit in a repeatable way. "Aim retrograde" if possible to eliminate any nonreproducible drag variances. Note where it is in relation to where you burned. Quickload. Do your deorbit burn the distance you observed in step 4, behind your desired target. It goes without saying (but I'm saying it anyway) you need as close to exactly the same Pe as you did in step 2. Profit! -
It's a modified @Temstar's Nova 2. Is that a no? I don't know what a Termstar's Nova 2 is, don't know how much you modified it, and can't use that information to deduce the problem with the vessel you have. I do know a two things though: This forum is full of really smart people who would love to load your craft file and see what was wrong, or look at some well-lit pictures to try to deduce the trouble. Autostrutting every part to every other part is sometimes worse than not using any struts at all. Autostruts are best in tiny tiny doses at critical points.
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Well it always has to go out of phase a second time, or how would it have gotten the message from the future to go out of phase the first time? I find it's best to leave it out of phase until it fixes itself. or willan-on-breaks, as I believe they say in time travel circles.
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Problem with my KSP steam Data
Superfluous J replied to Anthony974321's topic in KSP1 Technical Support (PC, modded installs)
I'm not sure what this word means. Are you saying your batteries don't recharge with the modded solar panels on them? If so, The first thing to try is reinstalling the mod, or asking for help from the mod's author. Be prepared to supply logs and maybe screen shots of your station well-lit by the sun. If all else fails, I'd rebuild my space station without those solar panels, and then use the cheat menu to teleport that new station from the launch pad (use lots of launch clamps to hold it still if it's not built for gravity) to "rendezvous" with the old station, then use the tracking station in the space center to delete the old station. Then just don't use those modded solar panels anymore. -
Procedural Parts
Superfluous J replied to Cheif Operations Director's topic in KSP1 Suggestions & Development Discussion
They should not just be added, but replace the 847 separate fuel tanks we have now. -
Okay I looked at the picture really close (and am a nice guy) and will let it slide. In the physical world those two ships would dock just fine. And regarding the lack of nosecones, I do that sometimes too on huge asparagus rockets, where I drop the first stage after only a few hundred m/s of Dv. It's not like you're fighting too much drag going 200 m/s 1km up.
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You missed the word gloriously there. The way boosters glide away with those fins is majestic.
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Using the cheat menu is not wrong, any more than running is wrong. Using the cheat menu when you're not supposed to in a challenge is wrong, in the same way that running from the cops is wrong.
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daylight saving time. It is neither plural nor possessive.
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Ocean.
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Not to advertise, but I did the original Kerpollo series years ago to kick myself of this exact (and imo bad) habit. After hundreds of hours on a save, I'd barely left Kerbin's SOI. What's the fun in that? So I made myself do one-off missions to EVERY planet and moon, just so I could actually see them. Still my favorite run through the game, and that was ... I don't even know how long ago. It was 0.23.5 whatever number of years ago that would be. Missing doing it was what caused me to start the Kerpollo challenge.
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Manna. From Heaven.
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Considering how the vast majority of mods still work just fine for multiple versions, this is not really a problem. I mean, I've not even installed a compiler on my new computer because I've not needed to even recompile my (admittedly simple) mod. Sure some mods need tweaking and some modders add mod breaking code for new versions, but those tend to be fixed quickly, almost by design. Also the changes to the game over the past few updates have been pretty positive. Sure there are a couple new parts and a couple dozen reskins each time, but we also got part variants, dV readings, and localization. Which was HUGE even though most of us aren't affected by it directly.