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Everything posted by Superfluous J
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[1.8.1-1] [PLEASE FORK ME] Kopernicus & KittopiaTech
Superfluous J replied to Thomas P.'s topic in KSP1 Mod Releases
Did you ever have any luck with this? I was going to do this but have never used Kopernicus before so was looking through posts to see how to make relatively simple changes to the configs and came across this post. I'd love to see the configs you have, even if they don't work. -
I had a very vivid dream that my girlfriend and I (we bought a condo last year and are renovating it) decided to carpet the entire downstairs including the kitchen, laundry room, and downstairs bathroom. I distinctly remember that while measuring all the different rooms, being surprised that everything was an exact number of 13 inch by 3.5 foot rectangles. Do not fear, though, I will not be carpeting any of the downstairs. That's crazy. I may measure it again though to see if I was right about the dimensions.
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Between the gravity wells of Kerbin in the mun?
Superfluous J replied to Cloakedwand72's topic in KSP1 Discussion
You can find this information on the Wiki. For Mun, https://wiki.kerbalspaceprogram.com/wiki/Mun However, you cannot do an L1 station. KSP does not model N-body systems so your ship will either orbit Kerbin ignoring Mun, or orbit Mun ignoring Kerbin. You could look into Principia, it is pretty big rewrite of the orbital code to do N-body systems (and many other things). I've only played with it a little but in it you can do Lagrange points. -
I don't see how it could be useful or relevant to someone who is just trying to play the game and match the orbit, which is 100% of the questions we get on this forum where people don't get what those numbers mean and get frustrated when we tell them to just ignore those numbers that the game is putting right up in front like they're really important. I'd be frustrated too, and angry at the developers for being intentionally obtuse about overly describing something that's already pretty complex and challenging for a new player.
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Stock dV is useful in general. Those numbers are NOT. Yes, they would somehow allow someone to code in an automatic orbiting program, and I didn't think about that, so hiding them in a dropdown is fine. I would like ONE stock player to come on here and tell me that they used the numbers (even if in conjunction with the lines) to nail a single orbital contract. And not just the orbital heights.
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I have no desire to wander around alone in a world designed for multiplayer play. The only thing I want less is to play multiplayer.
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If it took you 1000 dV to get there? I don't know the numbers, but basically it's always cheaper to launch to LKO and then go interplanetary. There is a specific orbit though that is the cheapest to launch from to go to each planet, called the "gateway orbit" for that planet. Below it or above it, it costs extra dV to make the burn. However, it costs more dV to get to it from LKO plus launch interplanetary from there than it does to just go to LKO. So, for launch-and-go missions, it's always best to just go to the planet. However, if you are going back and forth or refueling, then a gateway station becomes more attractive. I've never personally done it because it's a LOT of extra fiddling for not all that much benefit IMO, but it's there and it IS better in these circumstances. The big problem is that generally there's no real reason to send a ship back and forth to a planet like the Hermes did in The Martian. Except to do it. Which of course is a great reason But as to "how much cheaper" you can find out pretty simply in game or on the Alexmoon calculator, by plugging in higher and higher values for your starting orbit around Kerbin. Once the numbers start going back up, you've found your Gateway Orbit.
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my waypoint manager is busted
Superfluous J replied to putnamto's topic in KSP1 Technical Support (PC, modded installs)
You should try asking in the Waypoint Manager thread, or checking that thread's post to see if anything has changed recently. My first thought is maybe it uses toolbar controller and you've not got it installed. -
In fact, there are those of us who think all that extra information isn't just superfluous but makes the contracts harder for those who are learning, and should be removed entirely or at least hidden in some dropdown. "Put your satellite in an orbit like the one shown in map mode" is all it should say.
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Cant target Kerbal from lunar orbit
Superfluous J replied to DareDrop's topic in KSP1 Gameplay Questions and Tutorials
Haha. I ended up targeting Moho. Not ideal, but it did guarantee the probe in question always faced the Sun. And it was purely for rp purposes anyway. As soon as I left the probe it of course went on rails and rotation stopped mattering. -
Cant target Kerbal from lunar orbit
Superfluous J replied to DareDrop's topic in KSP1 Gameplay Questions and Tutorials
Once wanted to target the Sun before so I could aim solar panels at it automatically, but that's a pretty rare thing to want. -
What is the one mod you couldn't play KSP without?
Superfluous J replied to CobaltShock 's topic in KSP1 Mods Discussions
Amusingly if I could only pick one it'd be one I don't tend to ever use: Mechjeb. It has features that can mitigate the lack of all the other mods that I consider necessary to enjoy the game. -
It makes getting there easier, but getting into orbit - and any specific orbit, is a bit trickier, as you'll learn in PART 2! And no, no video commentary. I may post the videos themselves but it may not be that good with no talking. Maybe I'll try to add some music and the text from the reddit posts as captions or something. And Rolly 1 was interestingly stable. Though maybe it'd have been less stable on the direction it should have rolled if I'd turned the trusses sideways so they were rolling along their short ends. I've made so many of these over the years and never like them once I'm done with them, and then make a new one that I'm just as unhappy with. Part 3 (the final caveman part) will be up tonight or tomorrow.
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The person who