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Everything posted by Superfluous J
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How far is the Mün from kerbin?
Superfluous J replied to The_Arcitect's topic in KSP1 Gameplay Questions and Tutorials
Would it be confusing if your altitude at the launch pad was 600,068? Sadly you can't have both. Well, you can if it changes at some point, but then you have to decide what point to change it. And then it'll be confusing at that point. -
One of my favorite series. 1 was good. 2 was AMAZING. 3 was very good. 3 has the best mechanics. That wing suit is amazingly fun to fly. 2 though had a better story and a much more epic final mission. And those cheesy one-liners. "Try transporting fuel NOW, jerks!" when you blow up an oil pipeline. Fantastic.
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Aw, don't worry about it. Wear it like a badge of honor
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How far is the Mün from kerbin?
Superfluous J replied to The_Arcitect's topic in KSP1 Gameplay Questions and Tutorials
And if you don't know, click on it in the tracking station. -
... which is a great argument against blanketly applying this to the world without even the option of just not doing business with them.
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RPG-like Kerbal Progression
Superfluous J replied to 0something0's topic in KSP1 Suggestions & Development Discussion
If a level 4 pilot could endlessly repeat an ore milk run for me I'd be all over that. -
So, you have a plane on a conveyor belt...
Superfluous J replied to Randazzo's topic in Science & Spaceflight
That's for the guys in engineering to figure out. I'm an ideas man! -
RPG-like Kerbal Progression
Superfluous J replied to 0something0's topic in KSP1 Suggestions & Development Discussion
First 3 levels: What we have now. Level 4: Pick which other class' skills you now have. So Jeb can run the ISRU as well as Bill. Level 5: You get the other class' skills. Like in Sandbox. -
Low Power - Long Distance
Superfluous J replied to NewtSoup's topic in KSP1 Gameplay Questions and Tutorials
Periapsis kicking is similar to anything in KSP: You start at where you want to go and work backwards from there. So, what you want is to eject to Duna from the periapsis of a highly elliptical orbit, at day (say) 123. So in order to do that, you need to burn up into that orbit on day 123-x, where x is the period of that orbit. There are several things to consider, such as where that periapsis is and what is that orbit's period, and those are generally answered by doing a few tests or at least drawing out maneuver nodes. There are 2 schools of thought - at least that I've had - about the eccentricity of the orbit. Either you should stop short of Mun so you won't have to worry about it, or you should burn up pretty high - higher than Minmus but still within Kerbin's SOI - and trust your patched conics to not fail you so you're sure you're not going to get a Mun encounter. The first one has the benefit of no guaranteed Mun encounter and a the detriment that your final burn will be a little bit longer - and less precise and efficient. The second one has the opposite benefit and problem. To get the time, just create a maneuver node and drag it out, and see how long until the next periapsis. For sub-Mun orbits I don't think it can get much over a day or two. For trans-Minmus orbits it can be well over a "munth" - which is only 6 days. But it can pretty easily be 15 or so days. To get the location, create another maneuver node to actually transfer to Duna. You'll have to of course be X days or more before the desired transfer and will have to shift the node forward in time that many days. But draw your transfer node until you get your encounter with Duna, and then leave it there as a marker for where to place your actual burn up into your elliptical orbit. And from there it's pretty straightforward. Burn up into the elliptical orbit, then re-do that ejection node and burn it. Kicking more than once just adds the wrinkle that you have to plan more than one ellpitical orbit. But it's exactly the same process just iterated a few more times. -
Nobody would do that!
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KSP Caveman Evolved Challenge
Superfluous J replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
Welcome! Sorry for missing this, nobody played for so long I stopped monitoring the thread But I'm back for some fun of my own, hopefully soon. I'm adding you to the list on the front page. -
Bad science in fiction Hall of Shame
Superfluous J replied to peadar1987's topic in Science & Spaceflight
You missed out. Not only was it a good show, it had several more groaners. Like a ship with literally enough fuel to *just* get into orbit on a *perfect* launch (literally. They said they had 200 pounds to spare and decided to use it up putting a second person on the ship), exploding on the way up and a critical chunk ending up in orbit anyway. -
If everything has been deleted, then how is the moderator who's deciding to okay the account going to know they caused trouble in the past?
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They seem to have that right, now. At least in the EU. I wonder what unintended consequences we'll find when this law is more than a day old?
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Two problems with rescue missions
Superfluous J replied to Mokmo's topic in KSP1 Gameplay Questions and Tutorials
I go by this basic rule of thumb: 1 star: Easy. Equatorial orbit probably, or at least prograde. 2 star: Harder. Normal orbits. Eccentric orbits. Things like that. 3 star: Hardest. Retrograde orbits. Great around Minmus for the extra free cash. Terrible for the Sun as you can't build a ship capable of completing the contract for the money they give you. -
Can't Recover Vessels
Superfluous J replied to GrubbyZebra's topic in KSP1 Technical Support (PC, modded installs)
It's not infinite, and it's not 132. I didn't even know about how you can disable with CKAN, which makes it even easier, but I've done this by moving mod folders out before. The magic is in bifurcation. First test 132/2 of your mods. That's 66 mods. You've already ruled out half of them with 1 load of the game. Then test 66/2 of your mods. That's 33 mods. Boom, 75% of your mods are in the clear in only 2 game loads. Then test 16 or 17 of your mods in your 3rd load, then 8 or 9 in your 4th, then 4 or 5 in your 6th, 2 or 3 in your 7th, and 1 in your 8th. If you were really unlucky you'll have 2 mods left untested in your 9th load but likely you'll have it pegged in your 8th. -
Ah. So they basically yell and scream until they either get their way, or they rescind the regulations because they've basically cut themselves off from the rest of the world. Okay I'm good with that. It at least makes logical sense and I can see all the steps.
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I'm curious about this one too. I don't know exactly how the EU would prevent Squad - for example - from selling to EU citizens over the Internet if Squad didn't comply. Is there some master EU router that can block all traffic to kerbalspaceprogram.com? I'm assuming for the moment that Mexico has better things to do than be an EU lackey and actually act on any demands to enforce fines. Maybe they would and that's how it works.
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That's probably the reason.
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Two options: Put the wheels on one wing without symmetry. Turn on symmetry with X Hover the wheels on the other wing, looking at the first wing so you know the wheels are exactly placed by the fact that the symmetric wheels are directly over the first set of wheels. Turn off symmetry with shift-X Place your 2nd set of wheels. Or: Place your wheels on the wings. Pick up the wings. Place a wing back without symmetry. Alt-click the wing again to pick it up. Place it on the other side without symmetry. There are variations of these and different ways to ensure exactness, but in my experience matching the part to a texture or to its mirror image is perfectly good enough.