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Everything posted by Superfluous J
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Aw! I totally understand, but aw!
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Need Much More Delta V For Interplanet
Superfluous J replied to ww1612's topic in KSP2 Gameplay Questions and Tutorials
Specifically, the effect is stronger the faster you're going. I like to think of it like this: If you're in space orbiting at Kerbin's oribt, it takes ~2500 m/s dV to get to Jool. When you're in LKO, you're traveling ~2100m/s so you get a "boost" and - in a perfect world - would only need to add 400m/s more dV to reach Jool. It's not a perfect world, though, and you need more (Among other things, once you stop burning Kerbin will pull backwards on you for a while, slowing you down). However, even though it's more than 400m/s, it's less than 2500m/s, which is a bonus. It's even more of a bonus because you save the ~950m/s you spent to leave Kerbin's SOI, to get to the point you burned ~2500m/s to get to Jool. 2 burns is actually closer to 3500m/s, which is closing in on DOUBLE what it takes to do it from LKO. -
The way that maneuver nodes seemingly work is quite silly
Superfluous J replied to OPERATOR571's topic in KSP2 Discussion
I haven't noticed that, even on long burns like one-shot interplanetary burns that use most of the stage's fuel. What I do notice is that they don't recognize engine changes, like if you plan it with a nearly empty stage, and then stage it away the maneuver node assumes the TWR of the prior stage until you start to burn. I've also noticed very occasionally when a burn is a small fraction of a second, the game tells me some large number like 45 seconds. Also, sometimes the line is yellow, sometimes its red, and sometimes it's nonexistent and I have no idea what causes which to occur. -
I know the font has been beaten to death, but there are way too many times where I could not discern a 0 from a 6 from an 8, and it's entirely due to the pixel font. My eyes aren't fantastic but I can read other fonts at smaller than that size.
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This seems to still work in KSP2 0.2 however it sometimes fails to allow any time warp at any altitude. In particular, I never got it to allow greater than the 3rd ">" when low over Gilly. Which was painful
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It's your choice of course but you could try - instead of just turning heat off - changing the way you do it. Instead of burning in atmo, do it in space NEAR atmo. You can pinpoint your Pe to the meter by making your maneuver node use up all fuel, and avoid the problem you're having that we are not.
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Haven't seen this one but sorry if it's in here already. In addition to all the other vessel/workspace saving confusion and issues, once I name a vessel and a workspace, every other time I click save, the game should just save the ship/workspace. You don't need to confirm with me that I want to overwrite the same file over and over and over. ..and over.
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Your post seems to have been cut off, but based on the title: I vote "no." Being "open" with the future of the game means guessing, and guessing means people will take what they hope to achieve as promises and massive public negative response any time a plan changes. Also, I have opinions, thoughts, and desires for the game that are not limited to but are most importantly reflected in bug reports. I care far more that bugs get fixed (which starts by them being reported) than Intercept publicly stab in the dark as to what they expect to be able to accomplish over the next 6 months. So yeah. Put me down as a "no."
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I cannot see a single reason why the discoverables need to always be in the same place. Use a random number generator and a seed, and place them in different spots on each world. I love the idea above from @Kerbart of needing to triangulate them. I like the concept that your discoverable detector (please don't name it that even though that's what it is) has an appreciable error, say 10-20%, so it reports it can detect the nearest monument is between 90-110km away (or whatever). Couple this with an ability to draw all the discoverable-likely areas on your map, and it can become quite a puzzle. It's even harder than matching up the circles when you realize that "the closest monument" might be different for 2 different landed detectors.
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Tips for improving FM Radio reception?
Superfluous J replied to StrandedonEarth's topic in Science & Spaceflight
What about one dedicated device connected to multiple speakers via bluetooth? Not sure if bluetooth would work across your warehouse, but back when I wasn't work from home (Praise Covid) I'd frequently walk to the other side of the building with few issues. -
I notice that under a fairing, the root part (for me right now, generally a probe core) gets heat, but nothing else does. Anyone else notice this? It's generally in the 2nd half of the ascent, when > 40km and my Ap is still in the atmosphere. I've adjusted to the new heat system by making my launches slightly less efficient. Instead of turning under 1km up, I wait until I've cleared the cloud deck. And instead of trying to make my angle off the horizon 40 degrees when my Ap is 20km, I tend to wait until it's 30km or even 40km. I throttle down to keep my time to Ap roughly 1 minute, until I'm well over 60km.
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totm march 2020 So what song is stuck in your head today?
Superfluous J replied to SmileyTRex's topic in The Lounge
I'm sorry. -
The only way I can see this happening would be an interstellar interloper flying by once, close enough, slow enough, and large enough to have a one-time effect on Earth's orbit/rotation/tilt/etc.
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Science is pretty much stupid. Just get rid of it.
Superfluous J replied to JoeSchmuckatelli's topic in KSP2 Discussion
I do. It took getting burned a couple times but I truly do. -
Suggestion: In the "Post Node Event Lookahead," make everything (or at least CelestialBodies) clickable to set focus on them. So clicking "Mun" would focus on the Mun. Clicking "SOI Entry" right after it would focus on that (if that's possible?). Clicking "Flyby Pe" would focus on the Pe. Etc.