-
Posts
15,690 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Superfluous J
-
Xbox part deleting
Superfluous J replied to Player21ssto's topic in KSP1 Gameplay Questions and Tutorials
Try dragging it to the parts list on the left and just dropping it there. I do that on PC even because I don't have to take my hand off the mouse to hit the delete key. -
No because that other part is not vertically symmetrical.
- 300 replies
-
- release notes
- discussion
- (and 3 more)
-
Correct. But note the majority of experiments don't give extra for other biomes (Only thermometer?). And if you can fly around doing EVA reports, you *earned* those science points. You can, for sure, and really this count for anything. You can do a Mun flyby each time you go, and get the science from each new part. And fly by Eve on your way to Moho and Duna (and even Ike) on your way to Dres. And the more you get early, the easier that will be. But it's a lot of work to save a little work. If it's worth it to you to grind to avoid doing the missions with supoptimal parts, I'm not going to be chaffed too much.
-
34 method of application service bay 1.25
Superfluous J replied to Shurnir's topic in KSP1 Mission Reports
I have no idea what that was but it was awesome. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Superfluous J replied to nightingale's topic in KSP1 Mod Releases
I did this quite extensively in Parts Unlimited, my (poorly implemented) attempt at divorcing unlocking parts from gathering science. Feel free to peruse those contracts to see how it works, or even just copy stuff willy nilly.- 5,225 replies
-
- 3
-
-
Considering he was asking what bitrate it was capable of, I can't see interpreting it any other way. It was. I purposefully looked at it several times and it never looked better than a slightly bright star.
-
Finally got around to restarting this legit. Here's part 1, Kerpollo. https://imgur.com/gallery/jsUoLRZ MODS: For Science - will always be off while flying through atmosphere. All Y'All - For collecting science easier in atmosphere. Making History - far better balanced in 1.6 Kerbal Alarm Clock - May not even use it. Astrogator - May not even use it. Transfer Window Planner - Why I may not even use Astrogator Antenna Helper Precise Node Warp Everywhere SETTINGS: Normal Mode, no changes. RECAP: First science grab opened the first tier and Survivability in the 2nd tier, specifically for the barometer. Kerpollo launched polar, with enough science doodads to get readings in the high atmosphere on the way up and low on the way down using All Y'All, and then all the space science using ForScience, including 11 space EVA reports. I then landed in the mountains while aiming for the badlands. I lost the Mystery Goos on the way down, so missed low flying and landed in the mountains for those. So sad! Still, I had 227 science total when done, so unlocked all of tier 2 and all of tier 3 except Aviation, which is useless to me in a low-tech Mun run. Also, it gives me the Science Jr, an unwieldy and heavy - but very profitable science gatherer. Next up, Munpollo!
-
So were the phone lines back when we used to dial into BBSes. They still had effective bandwidth caps.
-
I don't know how to "Calculate" it but you can do it quite easily with maneuver nodes. Eject to Mun as normal, and then plop a maneuver node halfway there. Send it north or south a bit so you pass above or below Mun, and radial/prograde to pass directly under or over a pole. Bam. Done. Advanced mode: You can acutally do this with the ejection burn.
-
Yes this is fine. I at one point had "You may not leave the KSC peninsula for this" but then figured if you really want to drive an hour to the mountains for a couple dozen science, go ahead. I should note, on my test I never bothered leaving the runway or launch pad. No to the first part. Sending a plane somewhere counts as a launch. As to the second, you can (and must) land that plane when you get back and yes, you can choose your landing spot. You cannot however fly it all over Kerbin. Same rule as with the other landings: One biome per landing. I'll make that clear in the OP. No problem!
-
See how this wasn't moderated? You disproved your own point.
-
Yes but you should not feel bad when you just post an opinion that a bunch of people who are too afraid to reply can simply downvote. If you truly disagree with someone enough to react, you should articulate what you don't like about what they said.
-
No it was more of a riff on it, mostly because I was thinking "well to know twr you need to know mass, so you need to assume it's on the rocket and if you did that you could get all the other values as well"
-
I just saw in my mind the game telling me the dv/isp/twr that the lowest stage would have if the engine was on it, for every engine in the part list. I want.
-
Kerbals don't know how good they got it.
-
[KSP 1.8 - 1.12+] - Probes Before Crew [PBC] Version 2.93
Superfluous J replied to _Zee's topic in KSP1 Mod Releases
If only there were some way for a mod to move them... -
This is not true, even ignoring the fact that KerbalX has lots of modded ships that people shared. I modify all RCS jets to be off by default on yaw/pitch/roll. I modify all pods with monoprop to not have monoprop in them by default. There are dozens if not hundreds of other little things you can tweak on stock parts, yet keep the ships stock.
-
reverting flights
Superfluous J replied to OPPlayer11's topic in KSP1 Suggestions & Development Discussion
Just get in the habit of making a named quicksave at each important milestone and you'll be fine. Also, you may want to try out the saves in your backup folder off of your save folder. KSP keeps a few backups in there that have saved me more than once when I forgot to do the above. Actually with a little (a lot?) more thought... "Revert to launch" is one of the oldest buttons in the game. It is from a time when you couldn't have multiple flights and when you exited your mission, your choice was to just end it, or end it and go back to the start. It probably could use a second look by the developers. At the very least, I don't see why the game can't use the in-place backup/restore system to make a backup any time a craft is sent to the launch pad, and then allow you to revert to that event via the menus. For the one-and-done missions the function of the button would be the same except it would work even after you manually quicksaved/loaded during that mission. For others, it would always give you a known and significant milestone to which you could always quickload. But still nothing's stopping you from doing the above manually right now.- 5 replies
-
- 2
-
-
- revert flight
- reverting flights
-
(and 3 more)
Tagged with:
-
Another thing I forgot to specify, and the revert rule does make it seem like the revert is the only method, but really what I meant was that you need to revert when the choice is revert or rescue. Quicksaves/quickloads are fine. Reverts are fine. You can quicksave and quickload any time you want, and revert any time you want. The only rule is, if your mission becomes impossible to correct without quickloading (say, you realize you really don't have enough fuel to get home no matter how miserly you are on the way there) then you can't sent up a rescue or refueling mission. you must at that point revert, fix the problem, and relaunch. Just time warping through atmosphere, or even crashing on a landing because you hit X instead of Z at that last crucial moment, is fine to correct with a quickload.