Jump to content

Superfluous J

Members
  • Posts

    15,689
  • Joined

  • Last visited

Everything posted by Superfluous J

  1. What, specifically, is outdated? Everything I commonly refer to is fine. I searched for "." but didn't see anything that needed changing.
  2. here's a trick, be in a similar orbit to another ship. Say you have a space station at 100km, and your ejection ship is also at 100km (or within a few km of that). Plot the projected ejection (one burn, to Jool) with the station, then switch to your actual ship and target the station. You'll see the station's ejection burn in the orbit, hopefully at least a dozen or so days in the future. I'm assuming you're doing 2 burns, one to kick the apoapsis up to some high value near or beyond Mun, and another to eject. So plot your first burn X days before that station's ejection burn, at the same place, where X is the period of your first elliptical orbit. Now you know your first burn, do it, and then your second burn will be in the same place, but enough to actually eject. You can actually just make its trajectory match the station's projected trajectory, and you'll very likely hit Jool.
  3. Well you have 3 (viable IMO) options: Pilot Relay Level 1 or better Probe Core for retrograde SAS aim. I generally go for #1. It's the easiest. I frequently already have relays around Mun before I'm going to land there as I like satellite contracts as much as you like sucking biomes dry of science, so often I can do #2. #3 is dodgy because you ALSO need to stick the landing with no throttle control, but it's doable. I've even landed on Tylo under those conditions.
  4. 50 lines is considered a short reply for @Snark EDIT: I'd say I was ninja'd but I got beat by like 4 days.
  5. 4, and 5? Nope. They're the same as 3. 1, 2, and 3? Yup.
  6. It may be better to check out the version history here: https://wiki.kerbalspaceprogram.com/wiki/Version_history Though the biggies, since early 2014 (in roughly time order) Asteroids Career mode with money and contracts. Many many tweaks to the Navball. Kerbals level up and have professions. So do your buildings. Totally new aerodynamics model. Think "FAR lite." Also shock heating and fairings. ISRU. Think "Kethane lite." Radiators because ISRU gets hot. As does the Sun. Lady Kerbals. Communications network. Think "RemoteTech lite." Kerbnet. Think "ScanSat lite." Part variants. Mostly textures but make sure you try the engine variants. Making History DLC. Some hate it. Some love it. I love it. Delta-V information in the VAB and flight. There, those are the biggies, that I could see.
  7. If I'm reading the below post on another thread correctly, you have it fully in your power to disable to cat on your own install by including 2 swtiches on the command line. I've not tried it because I don't hate fun and have no problem with the cat
  8. Wait until you try the Mainsail And these days, those are the small "big engines." Dres is a good choice for your 4th Kerpollo mission. It's a hefty bump up in difficulty but the axial tilt lessons you learned with Minmus should come in handy, and once you get there Dres is actually smaller than Mun so anything that could land on Mun will have no problem there.
  9. ForScience WarpEverywhere Those are the biggies. The rest is fluff that makes things that I can do (and can stomach doing) in the game less of a hassle (KER. PreciseNode. RCS Build Aid). I refuse to manually do science, and I refuse to limit time warp to what KSP forces. Everything else at this point is negotiable. Note, though, that my current save (named, amusingly, "stockish") has 33 folders in GameData, representing 31+ mods, the Squad folder, and SquadExpansion. So while I only consider 2 critical, I obviously love me some mods.
  10. You will be a whole lot better off if you consider ANY vacuum numbers to be estimates. There is literally no way to stamp a definitive number on how much dV you'd need to reach orbit from a body with an atmosphere.
  11. T2 did not install the cat. You did, when you installed Module Manager.
  12. What @GRS said. In particular, you must, with a single launch, land on all 5 moons of Jool, each with an orbiter around the moon as your lander goes down and comes back up to dock them together. And no, it's not supposed to be easy.
  13. If all feedback is welcome, then I like it. Nobody uses them too much and they tend to be funny and apt. I also approve of the removal of the 10 character minimum on posts.
  14. So send up something with a docking port and a bunch of parachutes. I don't know all those parts but if they're anything like most stock parts, they'll re-enter just fine. And if they won't, send up something heavy with a docking port and a heat shield.
  15. That thing has a docking port. I assume Matt would suggest you launch a ship with a docking port on it, dock, and transfer the crew that way.
  16. Maybe we should step back. here's a 'computer' that uses marbles, switches and gravity instead of transistors and electricity. But it's the same idea. You set up the mechancial switches on this thing in the same way that you'd set up the transistor switches in an electronic computer. In neither case does the computer "know" how you "programmed" it. It just sends electricity (marbles) through the transistors (switches) based on how the switches are set up.
  17. I'm quite honored that you've picked my challenge as the impetus for pressing you to explore the rest of Kerbal space. What did you how did you I don't even...
  18. I don't recall that either. I thought he was told to pull up, or out. I was under the distinct impression that he didn't want to run.
  19. I need to reword the first post. Not only is it fine, it's the mode you're supposed to use
  20. That depends on your PC, I'd guess. Though from your question I'm guessing that it DID crash in 1.5.x so sure, it probably will.
  21. There's a mod somewhere that turns on autostrut for every single part and IIRC sets it to root. Those who use it love it. I imagine what it will do when I dock two gangly space stations together.
  22. None big. I never hypothesized any ships, just that maybe the engine had a breakpoint somewhere. It's also fully okay for an engine's main positive to be high TWR. Sometimes you WANT high TWR. If you didn't, then every ship would have a single ion engine and we'd all be sleeping through our burns.
×
×
  • Create New...