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Everything posted by Superfluous J
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Especially this time of year! My outdoor activities include scraping snow off of windshields and complaining about the cold.
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Orbital mechanics of circularization
Superfluous J replied to RizzoTheRat's topic in Science & Spaceflight
Your calculations assume thrust is done in one 0-second burst, but in fact it occurs over multiple seconds. I have no idea how to correct for it, but suspect a lot of the hard work put into MechJeb is exactly for that. -
How do you handle Mun surface surveys?
Superfluous J replied to Kerburettor's topic in KSP1 Gameplay Questions and Tutorials
It depends a lot on where the surveys are, how close they are together, and what you have to do. But the best way to do it is to just do it. If you're not comfortable precision landing (within a km or so) this will be the impetus to either learn how, or learn to live with yourself after canceling contracts But basically what I like to do is plan my route, and instead of down-and-up do little suborbital hops, roughly burning 45 degrees each time to use the least of your dV reserves as possible. Do that until you have 1000 or so dV left (or you run out of sites) and then come home. It can be very rewarding, and Mun has some very pretty areas that you'll never see if you don't force yourself to go wherever they tell you no matter what. -
I played Elite (wire-frame, no polygons or fancy colors) on my Apple //c that I bought with my paper route money. That and Lode Runner were my two most favorite games back then. I've played Oolite a few times over the years, but not looked at it in... a decade? I really don't know. I should check it out again, especially after the sad time I had playing Elite: Dangerous. EDIT: Holy cow the last time I played Oolite it was wireframe, too! Now I gots to try this.
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Nicely done. I know all about the "no-ladder clamber" And leaving things attached that should really have been discarded long ago. Duna's not just easier than Eve or Jool. It's easier (IMO) than Eeloo or Moho. Better to do late though because it's essentially double science so you want as many things unlocked as possible. IIRC I had JUST got graviolis unlocked when I went there.
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Hey thanks for the TOTM
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[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
Superfluous J replied to _Zee's topic in KSP1 Mod Releases
I've been playing this on the recommended hard settings since 2.5 came out and have really been enjoying it. Thank you -
I added my own 2 funds to that bug report And my goal is to make your second sentence untrue, though I admit for several parts it's very much true right now.
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a testing area
Superfluous J replied to putnamto's topic in KSP1 Suggestions & Development Discussion
I would get behind a "test" button, that works like the launch button. The added benefit of not accidentally committing yourself to having that test rover in orbit of Tylo when you lose the option to revert would be nice. But I don't want it on the "launch" button. -
NOOOOOOOOOOOOOOOOoooooooooooooooooooo..................... * But you're absolutely correct. It's like 1 meter per second. It won't bother me. At all. No way. Okay maybe a little. *eye twitch* Jokes aside, I'm not worried so much about winning challenges. I'm worried that they just blatantly eliminated the need for an entire set of parts by making a set of parts that are lighter, cheaper, and have more uses. it'd be like making the Stayputnik able to hold 3 Kerbals and adding reaction wheels, while cutting the mass by 90%.
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Yes. I mean "better" as in "you'd never pick the decoupler when you had a same-sized engine plate available." I didn't try everything but I did, when putting the engine plate upside down under an engine (so it functioned exactly like a decoupler), when I decoupled it a disconnected shroud remained around the engine. The rocket otherwise functioned perfectly; the shroud did not prevent the engine from providing normal thrust.
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a testing area
Superfluous J replied to putnamto's topic in KSP1 Suggestions & Development Discussion
I think it would add clutter to the ui that's not needed. The cheat menu's the perfect place for it IMO. -
I played around with them a bit more and while it's marginal on something as big as a normal rocket and you have to put up with oddities like shrouds remaining after decoupling, they are in all ways better than simple decouplers. The smallest engine plate, the EP-18, costs 39 funds and weighs 0.013 tons. Its companion decoupler, the TD-18, is 475 funds and 0.09 tons. For the exact same functionality you save 92% of the cost and 86% of the mass. But that's the default plate. If you make it short, which you'd do because you're just using it as a decoupler, the cost goes down to 9 and the mass 0.002. That's 98% cheaper AND lighter. Yeah kinda OP.
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State of the game - How is KSP doing?
Superfluous J replied to PunkyFickle's topic in KSP1 Discussion
Well said. While I don't think 1.5 and 1.6 are the best updates evah or anything like that, 1.5 was a very sharp turn in a distinctly good direction, and 1.6 has continued going in that same line. -
Let pilots be able to land a ship.
Superfluous J replied to Daveroski's topic in KSP1 Suggestions & Development Discussion
I'm not insisting you use MechJeb. I'm insisting they don't put it in the game. -
a testing area
Superfluous J replied to putnamto's topic in KSP1 Suggestions & Development Discussion
I do this all the time too but I'd like a bit more flexibility. I know the orbit is going to intersect the ground. That's okay I'm fine with it. Stop changing my numbers to safe ones. A landing cheat would be nice, too. -
So you should use one instead of a decoupler whenever you can?
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It makes total sense. What is the last thing you'd probably do if you were serene? TWITCH. Riddle solved. Go home everybody nothing to see here.
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YAAAAAAAAAASSSSSSSSSSSSSS I mean that'd be cool.
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Back in the 90s when the Cleveland Indians were good, I made up a whole spreadsheet where I put in their hits, runs, bases, wins, and several other stats, for each game. Then using simple math I calculated what you'd expect for the end of the year based on the averages to date. Then, when the year was over, I went back and looked at how that average evolved over time to see when you could expect to be able to say with a fair certainty how well they'd do by the end of the year, based on current progress. The idea was to do it for several years - or even for several teams. I had no real reason except curiosity. The next year I couldn't be bothered.
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Iiiiiiinnnnnteresting. There is one bug opened for it, and that bug is that it's in the tracker It's 2 days old. https://bugs.kerbalspaceprogram.com/issues/21076 Description Whatever this is from, it probably shouldn't be there right now unless there's a new DLC being announced today. --- Okay so Squad likes puns. Making History. dV or not dV. So what would "Serenity" be in that case? I'll admit I got nothing.
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Delta-v required to return from Mun
Superfluous J replied to MrSpaceCarrot's topic in KSP1 Gameplay Questions and Tutorials
You're missing the "push" part. You get out of the capsule and push it. Forward at Pe to escape a body, backward at Ap to intersect an atmosphere. It's really only good for those last few (dozen/hundred/depending on your patience and time frame) m/s when you run out of gas. You're not going to conduct a space program with it, just not have to do the occasional rescue mission. Your first sentence says when you do push, the jetpack turns off? I've never experienced this and wonder if you're misreading the fact that you don't really change the trajectory that much. Space ships are much bigger than Kerbals so you have to push more. If the ship is 10x the mass of the Kerbal, you need to thrust 10x as long to get the same effect.