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Everything posted by Superfluous J
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Rocket noodle problems
Superfluous J replied to mrgreco's topic in KSP1 Gameplay Questions and Tutorials
Help us and show your ship. -
Interplanetary from Minmus
Superfluous J replied to Tacombel's topic in KSP1 Gameplay Questions and Tutorials
I'm on mobile and can't seem to move these two quotes, but the above is a way to ensure the below doesn't happen. -
Wow not only a necro, but one I'd never seen before. Top 10 for sure. Not necessarily best ever but really really close. It hits a LOT of buttons for me.
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Keeping wings cool on re-entry
Superfluous J replied to Superfluous J's topic in KSP1 Gameplay Questions and Tutorials
Being awesome does not make it not stupid. It may actually help And having it be full is part of the mission spec because it'll be cooler that way. Or hotter, I guess, speaking literally. I may experiment with some throwaway airbrakes or maybe even the inflatable heat shield as a Marry Poppins parasol. -
How can I tell if a planet is a gas giant?
Superfluous J replied to Sharpy's topic in KSP1 Gameplay Questions and Tutorials
Well it's only the top response because it was first. No response has been voted on. -
Keeping wings cool on re-entry
Superfluous J posted a topic in KSP1 Gameplay Questions and Tutorials
Okay I know about as much about space planes as I do about ... uh... some other topic I don't know much about. The Daytime Emmys. There you go. I know as much about space planes as I do the Daytime Emmys. Maybe less. Arguably my most successful spaceplane to date was my Astro-glider, which is saying a lot in both directions because from what I can tell, it basically should not have worked at all, ever, even considering the way the old atmosphere used to work. (ir)Regardless, I've decided to try again now that asteroids behave correctly in atmosphere, and I've come upon a problem: Wings explode. I suspect that there are one or more reasons for this but don't know which of those reasons are - ahem - reasonable and which are not, or if there are any other reasons that I'm not aware of. Couple this with the fact that if I make any changes to the design I have to reconstruct the craft in orbit by hand, and I hope you all can understand why I'm willing to skip the tried-and-true "keep exploding until you don't" Kerbal methodology. So here's a pic of what exploded last night: The ONLY things that exploded were the wings. At least, until it reached the ground. My question is "why?" and here are my guesses: They can't distribute heat though the claws either quickly enough or at all. Those wings don't handle re-entry very well. I'm re-entering too shallow. I'm re-entering too steep. I'm trying to fly an asteroid which is stupid. I was at a 100km orbit and brought my Pe down to 40, and the wings blew up somewhere around 40km while still traveling over 2km/s. So, the full questions: Which of those is the cause or causes? How can I mitigate those causes or (better) eliminate them? Can I just slap radiators on the wings? Will that affect aerodynamics? Can I attach them on decouplers or will the decouplers impede heat flow? -
While we're suggesting demos: Sandbox only but all buildings lowest tier with no option to upgrade them. Minmus doesn't exist and while the other planets do, you are not allowed to leave Kerbin's SOI. Mun's still there. That last one is because Mun was in the previous demo and returning from it was my own personal goal before justifying buying the game.
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Is there an option to use something other than IMGUR?
Superfluous J replied to Dunbaratu's topic in Kerbal Network
But when they worked it was glorious. -
For mods, you can't beat the simplicity of Astrogator. It basically does automatically what you did manually. It's so easy, I feel bad using it in my videos so only use it when I'm playing "by myself."
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I've done similar when I waned a ship that needed to know "up" or "forward" to be different things in different situations, but don't use space planes so never really want to hold a specific AOA at any given time.
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You may want to check the link in my signature
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We choose to land an asteroid on the KSC runway not because it is easy, and not because it is hard, but because it is ridiculous!
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It's just a beta test and it failed, but still...
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KSP and Making History are on sale on Steam.
Superfluous J replied to Vanamonde's topic in KSP1 Discussion
Wow! That's 94% off if you buy both! Math! -
I'm a new player and I'm looking for tips and tricks
Superfluous J replied to Interstellar Yeet's topic in KSP1 Discussion
But as a bonus, the reaction wheels in the pod are often more than enough to right a fallen vessel. That ship that fell over on Mun could likely be righted if it were lying on its side on Minmus. -
Is there an option to use something other than IMGUR?
Superfluous J replied to Dunbaratu's topic in Kerbal Network
Yup. Also you can ping someone by typing an at symbol and their name. Caveat: You MUST type the name and then click it on the list. No shortcuts for you @Steven Mading Yeah those [ ] codes are a bit of a hack they put in there so posts from the old forums would look slightly less terrible. And no there is no way to suppress it entirely, or even at all. The forum from does what the forum wants. -
Interplanetary from Minmus
Superfluous J replied to Tacombel's topic in KSP1 Gameplay Questions and Tutorials
Sure there is. Wait until Minmus is in the right spot around Kerbin so it's going the direction you want to go when you eject, and then wait for your ship to be going around Minmus in the direction you want to eject, and burn prograde until you escape Minmus, then Kerbin, then get your Sun periapsis or apoapsis to the desired planet's orbit. It's not particularly efficient or easy, but it's most definitely a way to do it that I've also done in the past with success. -
Is there an option to use something other than IMGUR?
Superfluous J replied to Dunbaratu's topic in Kerbal Network
The forum automatically embeds images if you just paste the url. It also embeds YouTube videos and links to posts. Try it, it's pretty cool. Here's an image from the post above mine's signature. I just copied the url and pasted it. k And here's my latest KSP YouTube video, again just pasting the url when viewing it: And finally, your post: EDIT: I agree with you that the WYSIWYG part of the editor is bad (though better than it used to be). However, I've come to really like the automatic inserting of images, videos and posts. -
You can find no supporting evidence because it doesn't exist. The only time I can think that they said anything other than 88, was when they asked the train guy if he thought they could get the train up to 90.
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I'm a new player and I'm looking for tips and tricks
Superfluous J replied to Interstellar Yeet's topic in KSP1 Discussion
To misquote Douglas Adams: Just remember through all of this - You're learning frickin' ROCKET SCIENCE. In a video game. There are learning curves, and there are learning walls. A lot of the stuff you're going to encounter will seem like a learning precipice at times. But you CAN do it. And it WILL be rewarding. You're already considering Mun and Minmus missions to be simple so you're well on your way. LKO is kind of like a learning tool for the rest of Kerbin's SOI. You can launch quick rockets to practice rendezvous, docking, plane changes, and things like that. Mun and Minmus are learning tools for the rest of the system, where you can learn what happens when you change SOIs, how to nail a low Periapsis from far away, and even how to do interplanetary transfers because you can transfer from Mun to Minmus just like you'd transfer from Kerbin to Duna, only a mistake or confusion costs you a little probe that you probably had up there anyway and not your whole first interplanetary mission. Be happy with what you've learned. Heck be PROUD of what you've learned. "Just" going to Mun and Minmus is quite a feat that we tend to take for granted, but it builds a very solid foundation for understanding all the concepts you're feeling overwhelmed by now. The more comfortable you are tooling around Mun and Minmus, the easier it will be for you to see how (and why) you do the things necessary for interplanetary missions. tl;dr nothing usable in this post but a pep talk -
Asteroid Capture questions.
Superfluous J replied to KoolBreeze420's topic in KSP1 Gameplay Questions and Tutorials
I literally just did this yesterday and recorded the whole thing. I don't know when I'll have time to edit it but I will do so with commentary about what I"m doing and why in every step. Until then, though: You want your ship orbiting Kerbin in such a way that it encounters the asteroid's trajectory and is not tilted at all relative to that trajectory. You want to meet it at or near (before preferably) the asteroid's periapsis, probably at your apoapsis because your periapsis will be wherever you burned out from LKO. Once you have the above, you can plop a maneuver node just after the connection. Right-click the node and then use the two little buttons to go forward orbits until the encounter markers get close to each other (they jump pretty quick and can even pass each other. You want the orbit right before or right after the passing point). Then drag prograde or retrograde to encounter. Do that burn, then rendezvous, grab, and burn retrograde to slow down. if you don't know how to do that part of rendezvous then starting with an asteroid is probably not a great idea and you should start your own personal Mercury program. -
Kerbal Space Program Update 1.5 Grand Discussion thread
Superfluous J replied to UomoCapra's topic in KSP1 Discussion
I have not had the problem but a fresh post in the support forum with your log file would do nothing but help.- 388 replies
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- kerbal space program
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Inclination burns in low Solar orbit are a huge pain, as you see. There are two ways to mitigate them: Do it as far from the Sun as is reasonable. When you leave Moho burn all the way up so your orbit crosses Kerbin, and then see where the An and Dn are. Do your inclination burn at the further out one. (better) Don't do one! Leave Moho while it is at the An/Dn for Kerbin (you can tell this in map mode by looking at the solar system from the side, and lining up the orbits of Moho and Kerbin so they're both just lines. Where those two lines cross is where Moho should be when you leave. Then, you will encounter Kerbin's orbit at the other (An or Dn) node on the other side, and can combine your slowing down and inclination change in one big burn + aerobraking. Or if all else fails send up a rescue rendezvous ship that's designed specifically to meet the doomed Moho return ship as it flies past, pick up the crew and science - or simply claw the whole ship - and return home.
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Interplanetary from Minmus
Superfluous J replied to Tacombel's topic in KSP1 Gameplay Questions and Tutorials
I've done it. I even had a set of steps to make it work every time. But I really don't recommend it as it's error prone (Mun tends to get in the way a lot) and really doesn't save you very much fuel. And it only saves you fuel if you're fueling up at a Minmus mining base. The basic idea is to launch your ship from Kerbin to Minmus so it arrives almost empty but with enough fuel tanks to go to the eventual destination from Minmus, at least a full Minmus month (and preferably more) before your ejection burn.. Then fill the tanks and you're good to go. Have a ship in LKO (a simple satellite will do), and plot the ejection with that. You're never going to do that burn but when you target that ship, you'll be able to see its maneuver node so you can aim your ship to hit it. Leave Minmus half a month from the planned ejection, or even better 1.5 months*, so you come down and your periapsis touches your target ship's maneuver node. Then coast down and pass it, and then burn prograde or retrograde so your next periapsis occurs at the correct time (ie the time of the projected burn, give or take a day or so). Coast out to Apoapsis, and correct your tilt at the farther out of the two An or Dn. It should be really cheap. Make your maneuver node, and note it'll be 900+ dV cheaper than a normal ejection burn. Burn at the right time and profit. A very small profit, but hey it's profit. *NOT IN TIME! Half a month in the orbit, so you and Minmus are on the opposite side of Kerbin from where you want to eject. You should be able to do it less than a Minmus month before, but it's better to give yourself some more time especially when you're learning the process. Don't go TOO early, though, because every orbit is a potential Mun encounter. -
If I do buy Simple Rockets 2 the day it comes out, it will be because the demo shows me that this is what I've always wanted in KSP.