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Everything posted by Superfluous J
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Detachable ring structure
Superfluous J replied to Maxo11x's topic in KSP1 Gameplay Questions and Tutorials
Do you want to use the same engine for descent as ascent? If so, then decouplers and the Making History structural tubes allow rocket exhaust to pass through. I'd put a decoupler under the engine and a tube under the decoupler, and then attach the "leave it on the surface" stage to the tube radially, so it LOOKS like a ring but isn't really as you can't do that in KSP If you want a challenge, attach a docking port to the base so future missions can land on it.- 9 replies
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What are some really nice mods you've come across?
Superfluous J replied to WillWam's topic in KSP1 Mods Discussions
Oooh it's been a while since I could pull this out. Long enough I needed to change a mod or two. KSP MOD BINGO B I N G O Contract Configurator Konstruction Kerbal Joint Reinforcement Waypoint Manager Visual Enhancements (Any) Any Kopernicus Packs (inc. Realism Overhaul) Any Fuel Balance / Pump Real Solar System Extraplanetary Launchpads Precise Node / Maneuver Kerbal Attachment / Inventory System Docking Port Alignment Indicator FREE SPACE (ModuleManager) Strategia RCS Build Aid Kerbal Engineer Redux Transfer Window Planner MechJeb Kerbal Alarm Clock Procedural Anything Distant Object Enhancement Life Support (Any) Editor Extensions Anything ending in -atterer Better Burn Time Use this card any time anybody asks any question about anybody's opinions on mods in general. -
[1.10] Tilt'Em (Planetary axial tilt)
Superfluous J replied to Dagger's topic in KSP1 Mod Development
Well at least I can say I was right. I'm so rusty on this I simply can't follow it. However I did find one thing that I hope will help. I changed Kerbin's TiltX to 45 from 23 so it would be not only more dramatic but also evenly divisible into a full rotation. When I click "Toggle Rotating Frame" Kerbin rotates 45 degrees on one axis (shown purple below), and all the ships' orbits rotate on another (shown red below). Assuming Z is N/S on a non-rotated Kerbin, it looks like they're rotating on X and Y. -
KSP's Other Lauchsites
Superfluous J replied to gamerscircle's topic in KSP1 Gameplay Questions and Tutorials
I'd be hacky and hard but disable them, install Kerbal Konstructs, and use those sites But if the site only has a short-range antenna that seems reasonable. I expect you can't talk to it from anywhere useful, just LKO. -
Yes, it is. I used to do it all the time . And no you just have to satisfy the contract, once it's marked good you're good to move on. It is also possible to satisfy "Put a station in orbit of Kerbin", "Put a station in orbit of sun", "Put a station in orbit of Duna", and "Have a base landed on Duna" with a single vessel, though you frequently have to bring a lot of extra junk to satisfy the requirements of all contracts.
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[1.10] Tilt'Em (Planetary axial tilt)
Superfluous J replied to Dagger's topic in KSP1 Mod Development
Do *NOT* get your hopes up too much because I'm super rusty on this stuff but I *MAY* know what your problem is. I'm going to poke around your code tonight, tomorrow, and/or this weekend and I may have some questions and/or ideas. -
KSP's Other Lauchsites
Superfluous J replied to gamerscircle's topic in KSP1 Gameplay Questions and Tutorials
To answer your question I'd put a probe into orbit with the cheat menu in a sandbox save, and see. So instead of doing that, I'll suggest you do it -
I do know that that text is localization data. The game is supposed to cross reference it with the files that contain the text. If I had to guess, I'd guess that you accidentally deleted the folder containing the data. If you're on Steam, a quick verifying of local files should fix it. If not, re-unzipping your install zip should do the trick. EDIT: NINJA'D!
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You joke but on a rewatch of all of Trek (took 3 years and it was great viewing in general) I was shocked at how much better the show was with her on it. She could have looked like Neelix and that wouldn't have changed my opinion. I'm not even 100% sure it was her but she was one of the best actors on the show. At the very least, Robert Picardo didn't have to carry the entire show all by himself anymore.
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Mun Rockets tipping over on launch
Superfluous J replied to Dave Kerman's topic in KSP1 Gameplay Questions and Tutorials
The most likely thing is your rocket is back-heavy, so the engine part is heavier than the pod part. Aerodynamics will act very strongly on back-heavy things and cause them to flip over. It's why darts and arrows are heavy at the front. There are various ways to mitigate this, like with fins and strongly gimbaling engines, but the best way to fix it is to make sure you keep heavy things in front. This can be tricky because engines are typically very heavy. The center-of-mass indicator in the VAB (looks like a ton weight, icon in the lower left of the screen) can help. Another thing to watch for is a draggy front of the rocket, like with a huge fairing or lots non-aerodynamic parts jutting out various ways. Remember, the bigger the fairing, the more volume you have without appreciable mass, which is bad. Also, going too fast too low can be a problem, as can turning too much all at once. A picture of your ship and a description of your launch profile could help us help you. -
I've done all 3. I used to only process on the surface and have a dedicated fuel tanker/shuttle to deliver to an orbiting platform. This was a pain due to landing on docking ports or futzing with KIS/KAS. I still miss when KAS was just KAS and you didn't need screwdrivers or power tools. The last time I tried it I used Simple Logistics and that was pretty nice. Then I tried transporting just ore. The downside is it's not efficient, but the upside is you can do orbital assembly with EPLP*. The last time I did this sort of thing though, I just did everything on the surface and then launched to meet whomever needed fuel in space. It was much easier - no docking on the ground or mucking around with pipes. But really I haven't set up a mining operation in... 2 years? Maybe a bit less, I did set one up on Gilly but that was just for funsies and I never even used it. *I never remember if it's ExtraPlanetary Launchpads or Extraplanetary LaunchPads. So I'm making it ExtraPlanetary LaunchPads.
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I really liked Solo. It pushed Rogue 1 out as my favorite of the modern Star Wars movies. Also most of the Marvel movies since Guardians of the Galaxy have had more in common with Star Wars than Superman. Oh, Guardians 2. That came out just last year and it's fantastic. I'm assuming you don't require the movies to be hard sci fi because you listed Gravity and Interstellar on your list.
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Does personality affect the kerbal?
Superfluous J replied to Kroslev Kerman's topic in KSP1 Discussion
They do not affect abilities in the stock game, but they do affect the little animations that I never pay attention to. In some mods, they affect things, like in Extraplanetary Launchpads stupid Kerbals slow down production, or can even stop it. -
Interplanetary from Minmus
Superfluous J replied to Tacombel's topic in KSP1 Gameplay Questions and Tutorials
If you're building the craft in orbit then that changes every aspect of the calculation. The only thing you need to ever bring from Kerbin at that point is the Kerbals and they only need to be able to get to Mun or Minmus. -
RealTime - no more temporal cheating
Superfluous J replied to lajoswinkler's topic in KSP1 Mods Discussions
Even unmodded, nobody can pop open the game in a few moments. My opposition isn't to the idea itself. It's to the idea that you'll find someone with both the knowledge to mod KSP and the desire to make the mod. -
http://www.8bit.com/
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RealTime - no more temporal cheating
Superfluous J replied to lajoswinkler's topic in KSP1 Mods Discussions
For a mod to be written there needs to exist a person who both wants it and can write it, and then that person must have the time to do so. Many modders can, I'd bet. Heck I probably can given more time than others would need. Some of those who can would have the time, probably. However none of them would want to, including me. The idea sounds terrible. -
Maneuver Node lock on
Superfluous J replied to PTGFlyer's topic in KSP1 Gameplay Questions and Tutorials
Your Kerbals. Specifically your pilots. At level 0 they can turn on SAS. At level 1 they can lock pro/retrograde. At level 2 they can do the other directions. At level 3 they can do maneuver nodes and targets. I think. Probe cores that are higher in the tech tree are similar to pilots. The better the core, the higher its level. Generally. It's listed -
Procedural just means the part is created by a procedure, and not a static file. Like in KSP. The FL-T100 fuel tank is a non-procedural part. It's defined in its file and there's no changing it. The fairing, though, is procedural because you draw its outline when creating your ship. Or Mun. The big craters were hand-drawn by an artist, but the smaller craters you see when you get near the suface are placed by some mathematical formula. i.e. a procedure.
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On the website they say the are planning for mod support but don't have it yet. I have no idea what that means but wonder if it's related to this.
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Another couple bits. The rockets are fused into a single part so no wobbling, and no confused autopilot/engine miscommunications. It has hinges and pistons. I've not used them but they excite me greatly.
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Weird issues with 1.5...
Superfluous J replied to Frostiken's topic in KSP1 Technical Support (PC, unmodded installs)
I can confirm that parachutes work just fine. Without more information we have to assume you are doing something wrong, be it have a mod installed or are not using the parachutes correctly.