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Everything posted by Superfluous J
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KSP MOD BINGO B I N G O Contract Configurator Take Command Kerbal Joint Reinforcement Waypoint Manager Visual Enhancements (Any) Realism Overhaul Blizzy's Toolbar 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 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.
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KSP Caveman Evolved Challenge
Superfluous J replied to Superfluous J's topic in KSP1 Challenges & Mission ideas
Oops mispost -
The one where you said you don't need a beep to tell you to burn? That's not what KAC is for. Some day I hope they fix the console version. Really I do. Shortly after, you'll have a ship on the way somewhere and launch a second mission. That day you'll realize what KAC is for. It actually justifies the last word in this game's name.
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You may misunderstand the purpose of KAC.
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Let's Rebalance the Tech Tree
Superfluous J replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
You are the exact target for the part limits. I'm not saying everybody should be able to build a Mun land and return mission with 30 parts, but you should try at each stage of the build process to keep your mass and part count as low as possible. -
I assume you mean separate from the other music? Because I've had the editor and all other music off for years.
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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
Only The Good Die Young. I went to a... uh... adult entertainment show last weekend and one of the... ah... dancers danced to that song. -
Let's Rebalance the Tech Tree
Superfluous J replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
New players should not play in Career. It's too limiting and punishing if you don't know what you're doing. They should also not play in sandbox. It's too open and they'll drown in the choices. They should play in Science mode. It's the middle ground, and between those two extremes it's a pretty good one. In Science Mode it doesn't matter if (er, that) it takes a new player 100 launches to get to Mun and back. In fact, it SHOULD take that many launches. This is a game about flying frickin' space ships. It's SUPPOSED to be hard. The tech tree may (er, does) have problems, but "it's too hard for new players to get to Mun" isn't one of them. -
Rigid orbital construction
Superfluous J replied to NorthernDevo's topic in KSP1 Gameplay Questions and Tutorials
Came here to suggest this, thumbed it up instead. -
Turn off SAS and dock using the navball, not the screen. Try - with SAS off - to get the target in the center of the navball. Works every time for me*. *At least, most of the time it does!
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Let's Rebalance the Tech Tree
Superfluous J replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
You may want to check out the Caveman Challenge, to this day one of my more favorites. -
Let's Rebalance the Tech Tree
Superfluous J replied to Pthigrivi's topic in KSP1 Suggestions & Development Discussion
Naaw. You need surprisingly little fuel to get home from the surface of Mun. Less from Minmus. I had a career where the Mun landing was the 2nd launch* I did. I don't even think I'd unlocked the Terrier. *Though it was the 3rd trip to the launch pad. The first "launch" I never hit the spacebar. -
What's the weirdest thing that happened to you while playing
Superfluous J replied to GreenLight's topic in KSP1 Discussion
Gotta be the Hell Kraken. I think it was back in 0.23 I landed on Mun, Bob got out, and the moment his foot touched the ground everything but the GUI went black and the altimeter spun up to 6666666666. Then the game crashed. When I reloaded it, the tracking station helpfully told me that Bob and the ship were both safely landed. On the Sun. -
KSP_Data/GameData?
Superfluous J replied to Chel's topic in KSP1 Technical Support (PC, modded installs)
I just looked in all 11 of my ksp folders and none of them had a gamedata folder within the ksp_data folder. Is this a super old install? I don't have anything from before 1.0. -
Do You BELIEVE there is life outside Earth?
Superfluous J replied to juvilado's topic in Science & Spaceflight
Care? Sure. Want to discuss the same old arguments over and over ad nauseam? No thank you -
SAS won’t hold
Superfluous J replied to Jetpackmaniac's topic in KSP1 Technical Support (PC, unmodded installs)
Do you have a gamepad/joystick plugged in but not in use? Maybe it's turning your ship for you. -
SAS won’t hold
Superfluous J replied to Jetpackmaniac's topic in KSP1 Technical Support (PC, unmodded installs)
I thought of 1 more: Do you have a lot of struts? Like, a LOT of struts? It's been years but I had a ship that the struts somehow created this odd torque on my craft whenever I thrust. Removing some of the struts caused the issue to go away. -
SAS won’t hold
Superfluous J replied to Jetpackmaniac's topic in KSP1 Technical Support (PC, unmodded installs)
Pics will help a lot here. 3 obvious thoughts: Is this in atmosphere? You're discussing docking so I seriously doubt it but aerodynamics generally beats SAS if your ship is moving through the air. Are your engines above or near your center of mass? Sometimes they get confused and gimbal the wrong way when they're not at the back. Please let's stop and pour one out for my very first Moho mining operation, so many years ago now. Are your RCS ports not balanced? If you're trying to translate, and all your RCS ports are at the front or back, you will rotate. -
Building a rocket bottom up and the how to's?
Superfluous J replied to LN400's topic in KSP1 Gameplay Questions and Tutorials
I tried this a while ago when I was using the Routine Mission Manager mod. I made multiple launchers for getting different sized payloads to orbit, and then launched them to prove them out, and then used them to skip that whole "getting to orbit" part of getting to orbit. It was fine, I suppose, but I had this terrible aversion to launching a 9 ton payload into orbit with a launcher rated for 10 tons (for example). Seemed I was wasting money, even though money is never really a problem in career. So I ended up making custom launchers all the time and the act of proving them turned into more of a chore than just launching the darn thing into orbit manually. -
HELP NEEDED with Orbital Matching
Superfluous J replied to Caknucklehead's topic in KSP1 Gameplay Questions and Tutorials
If you are orbiting a planet at the same orbit as a moon is also orbiting that planet, but close enough to the moon to be within the moon's SOI, then you are not orbiting the planet. You are stationary relative the the moon. When you are stationary above a world, you fall toward it. You want to use Hyperedit (or your engines ) to get into orbit of the MOON, not the PLANET. -
You, sir, are a gentleman. One of the many mods that I won't do anything serious in the game without.
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I tend to have one of two types of saves, a one-shot for a challenge or test or something, and a long term one that easily breaks 100 years. My longest save was over 200 years, but less than 500. I generally end my (longer) saves because I get bored with the mod cocktail I brewed up and want to try something else, or actually complete whatever goal I set out for myself. This is all of course back when I played. I've actually not opened the game for several months.
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