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Everything posted by Superfluous J
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Best way to go from planet to moon
Superfluous J replied to 0something0's topic in KSP1 Gameplay Questions and Tutorials
While that does have the benefit of a slightly reduced dV on a perfect launch (and it's awesome to finish your launch burn with a Duna intersection) the other downsides are the same as with the straight-up approach: No rest period to plan, and any deviation from perfect will require a correction burn which eats into any savings you had on launch. But I must reiterate that it is totally awesome to nail one of these, especially interplanetary. -
For playing 1.5, the biggest mod by far was Galileo's Planet Pack. Combined with ResearchBodies. These two really did reignite my desire to play. For 1.6, the biggest mod-related story I can tell is that I'm not using many, and no game-changers. I've been very happy playing with just ForScience (because if I never have to right-click a science doodad in flight I'll still have done it too many times in my life) and WarpEverywhere (because being forced to 10x time warp when you know you're safe is just sad). But other than that I'm for the first time totally happy exploring the entire solar system with just the stock game, parts, planets, and controls.
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Best way to go from planet to moon
Superfluous J replied to 0something0's topic in KSP1 Gameplay Questions and Tutorials
I'd like to see someone consistently get to Minmus using method #2. And I'd like to know how many kerbucks (I don't care about dV because you don't pay for dV. You pay for engines to give you more TWR, and fuel to lift those engines, which possibly won't increase your dV significantly or even at all) the rocket costs to deliver its payload. -
Yay for 1.6! When is the inevitable 1.6.1 coming?
Superfluous J replied to Murdabenne's topic in KSP1 Discussion
Are those game-breaking, or just immersion-breaking? They left bugs in 1.5 and only fixed the worst one for 1.5.1. Everything else went into 1.6. They then said that that was the plan going forward. Unless there are serious bugs that were introduced in 1.6 that keep people from playing the game, I doubt we'll see an update before 1.7 drops in about 3 months, barring any changes in Squad's release schedule. -
Yay for 1.6! When is the inevitable 1.6.1 coming?
Superfluous J replied to Murdabenne's topic in KSP1 Discussion
I've had no significant bugs. I currently expect 1.6 to be (one of?) the first update(s?) to not need subsequent patches. -
Delta V tool addition
Superfluous J replied to DJWyre's topic in KSP1 Suggestions & Development Discussion
Yeah stock has dV, TWR, uh... and a couple other things I don't care about. Oh burn time. Which I appreciate as well. -
Delta V tool addition
Superfluous J replied to DJWyre's topic in KSP1 Suggestions & Development Discussion
Plus any stage that starts landed on Eve, Laythe or (to a much lesser extent) Duna. Though really for dV numbers I just know to use atmo-rated engines and also that the numbers on the charts assume you're reading the vacuum numbers. I never trust guesses for TWR, I like to SEE it. Too many 0.99 TWRs destroying my launch pad I guess -
[1.4.2] ForScience! v1.5.2 - Your science autopilot.
Superfluous J replied to WaveFunctionP's topic in KSP1 Mod Releases
Came here to post that it works fine still in 1.6. Amused to see it was last reported not working in 1.4.5. I wonder if that's true or if somehow it started working again. I didn't play much 1.4.x -
Delta V tool addition
Superfluous J replied to DJWyre's topic in KSP1 Suggestions & Development Discussion
That would be very cool, and aid in flight planning. I like the icon idea, or maybe color coding? And of course carrying over into flight so you know you're using your stages for what you intended to use them for. -
IRL there are almost literally an infinite number of science experiments that can be run. They put the ones on the probe that they think will give them the best bang for the buck, or that are there to find out specifically what they want to find out. And yes they put as many on as they possibly can. If all they had were thermometers and barometers and things that detected graviolis then yes, they too would put every single science experiment available on every single craft they could.
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I'm claiming this good in 1.6 after using it quite extensively. If you "warp to" a node, the game successfully slows down no matter how fast it was going - something the game has had a bit of trouble with in the past. So, now it's actually BETTER than it was. I haven't tested Kerbal Alarm Clock yet because I've not had the need for it yet. YMMV and feel free to let me know if there's a problem though I doubt there's anything I can do about it.
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Is there a mod that you couldn't live without?
Superfluous J replied to Foxster's topic in KSP1 Mods Discussions
I don't think I'd play science/career mode without ForScience, and if I was in Sandbox and could pick another one, I'd go with Warp Everywhere (mine!). The rest make it easier. Those two make it playable (for me). -
Not really "Today" but "this week," essentially since 1.6 came out, I've been playing an ALMOST stock install. In particular, no maneuver or planning aids. I would like to announce today that I have mastered nailing transferring to and from Kerbin, to and from any other world, using stock tools only and very efficient methods. Just today I transferred directly to Ike from LKO without looking anything up or measuring any angles or doing any math, just maneuver node tricks. Then, once done at Ike, I returned directly to Kerbin the same way, from Low Ike Orbit. 99% or so of the burn is done in low orbit of the starting world, and the other 1% or so is a mid course correction. I'm not counting the slowdown burns in those percentages of course. I've not felt this accomplished since I learned to consistently land on docking ports.
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Wired parachute glitch.
Superfluous J replied to EdwardB3020's topic in KSP1 Suggestions & Development Discussion
Yeah, because that particular node "requires any" instead of "requires all" -
Wired parachute glitch.
Superfluous J replied to EdwardB3020's topic in KSP1 Suggestions & Development Discussion
I've given up on the OP but maybe you'll tell me: What is the 2nd image actually showing that's a longstanding issue? -
Wired parachute glitch.
Superfluous J replied to EdwardB3020's topic in KSP1 Suggestions & Development Discussion
You're not big on words, are you? And is your avatar Mr Bean as a Vulcan? -
Wired parachute glitch.
Superfluous J replied to EdwardB3020's topic in KSP1 Suggestions & Development Discussion
What's the glitch? That you can see through it or that you're going 24 m/s? Or that Jeb's actually looking concerned instead of crazy happy? Or something else I'm not noticing? -
Un-Nerf the Wolfhound. (And the Skiff)
Superfluous J replied to petlahk's topic in Making History Discussion
It had fantasitc TWR and great ISP and only weighed a ton. I'll admit to not using it much but I feel that's likely due to not playing KSP much in the past year or so. -
Jool 5 tips?
Superfluous J replied to Duck McFuddle's topic in KSP1 Gameplay Questions and Tutorials
Yeah that's something you do for your 3rd or 4th Jool 5 Plop an ISRU on Pol or Bop and a Jool 5 gets far easier. Just ferry the fuel back to your Mothership (in orbit of Tylo) and make sure all your landers can do their jobs with full tanks. -
I took some care to describe what I did and why to get my Tylo misison working in my latest (though aging) YouTube video:
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Slow down It sounds snarky, but it's really true. However fast you're going, you need to basically kill ALL of it. Orbital velocity around Gilly is like 12m/s. There are techniques for making your entry speed into Gilly's SOI lower, but generally you're going to have to kill at least 600 or so m/s to orbit/land. If your numbers are way higher than that, you are likely not encountering the moon in the most efficient way.
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I find it's easier to make a table in html, then load that html in a web browser and copy/paste the table into the forums. You can even make them on other forums and paste them here, though I prefer the former. If you don't know, you can do it all in a local text file and load that in your browser by just putting the local path into the location bar.