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Everything posted by Superfluous J
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Contract Configurator Broke My Mod!
Superfluous J replied to nightingale's topic in KSP1 Mods Discussions
Yeah I have 2 installs, one with CC and one without. The above happens in the on withOUT CC. The one WITH CC does not have the problem. -
That's covered in the "Won't Do" in the first post: Disappearing/reappearing buttons. After a LOT of struggling I've come to the conclusion that I'm just not smart enough for anything more than quick hacks. Every hurdle I cleared trying to get this to work, a dump truck pulled up and dumped a thousand more hurdles. On top of me.
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Hmmm. I may have to make another exception for those like I did for MOLE. Or perhaps do a check to make sure the part actually is deployable. It seems that SPP puts that on solar panels that are not, in fact, deployable. I've never used it so that's a guess. I'll poke around at it some time this week. Thanks for the report!
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Yeah the most stable release I've ever played, I think. Not one crash since 1.2 proper released.
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Kerbal Space Program 1.2: Loud & Clear release date and more!
Superfluous J replied to UomoCapra's topic in 2016
Are you using a save game you've used before 1.2 came out? They disabled the comm net in upgraded saves because of the very real chance of bricking all probes. You can turn it on by hitting ESC, Settings, then click the "Game Mode: Custom" (or whatever it says) button and poking around there for Comm Net. If that doesn't show up in there, then you may not have updated correctly but I'd bet that's the problem.- 418 replies
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I don't pay attention to the numbers until I need them, and then forget them. Therefore I have no knowledge of past values or if they changed. However, I can tell you for pretty darn sure that Ike and Duna are still tidally locked. At least, they were in one of the last pre-releases. I fast forwarded for MONTHS watching Duna wiggle on the horizon, just for the novelty of it
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Actually would it? We're talking KSP here. If the ship was on rails, it surely wouldn't because the game treats it as a point. Off rails, I *think* that each part reacts to gravity based on the COM. Or, more accurately, the entire ship reacts to gravity as one unit. First, it would simplify calculations a LOT, and second, it would keep down on weird inter-part force problems. Of course in reality the ship would be torn apart, but in reality there aren't mathematical not-black-holes in the centers of all planets
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Really what people want is a spot where stuff tends to stay there, relative to the planet and moon. That's it. One way to do this mathematically within the confines of the patched conic system is to have 2 concentric SOIs, the larger being about the size of about where stuff would tend to - if it wandered there on its own - stay in place. The smaller of the two SOIs would then have *0* gravity. These two SOIs would orbit the planet in step with the moon, 60 degrees ahead and behind it*. Then anything within the center SOI would just slowly wander toward the outer SOI, and when it hit that SOI it would get gently nudged back. There'd be no crazy high pull at the center because of the concentric nature of the two SOIs and the fact that the inner one had no gravity. I don't know if you can do this in Unity, or in KSP. I don't want it enough to go through all the work to try. But if it did work I'd probably install it for the novelty if for nothing else.' One problem I see is high time warp. eventually you'll be warping to Eeloo and come back and find your Mun Lagrange station hit the SOI change too hard and is now ejecting from Sun. *don't even ask about the other 3 points, they're not stable
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Superfluous J replied to nightingale's topic in KSP1 Mod Releases
See here, you may be experiencing this: Not sure about the FPS problems, but the others could be caused by that.- 5,225 replies
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I've added it to the first post, where it should have been originally
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One important thing with this mod, you MUST use the "all" tab that Contract Configurator added, and the folder-like structure it uses. Also, that delay (which was never even a full second for me) is only the first time you start, as it generates all the contracts.
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Electrically Propelled Spacecraft
Superfluous J replied to Potato Science's topic in KSP1 Gameplay Questions and Tutorials
None. You use none engines. You can't propel a space ship with just electricity. You must throw something backwards to move your ship forward. -
How does autostrut works?
Superfluous J replied to magnemoe's topic in KSP1 Gameplay Questions and Tutorials
You can get weird torques if you autostrut many parts to "heaviest" and many others to "root". I've not had it happen, but there could be similar problems going all to "root" or all to "heaviest." Similar issues happen with regular struts if you use too many. Tiny little adjustments to keep everything stuck together can actually cause ship-rending shaking. I think there's also a performance hit, but I've not done any actual testing on that. It's just a gut feeling on big ships. -
1.3 - What will it have?
Superfluous J replied to KAL 9000's topic in KSP1 Suggestions & Development Discussion
I always feel old when I don't even consider "multiplayer" mode including 24x7 servers. But in my defense in this case, I think that would be a terrible way to do KSP multiplayer. There should be local servers and Squad should have zero interaction with them. Like Minecraft. Okay, Minecraft has "official" servers but you don't need to use them, and all they are is the basic server you can run on your own, running on their hardware somewhere. -
Maybe they only had direct antennas because they didn't realize only relays would talk to the satellites. Ba dum, ching. But no, you're right. It made for great storytelling but it's not that realistic. As many of the best aspects of storytelling tend to be.
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While I agree with this in theory, I am hard pressed to find a reason ANYBODY would call the mk2 lander can - which weighs more than 2 mk1 lander cans - balanced. It's not realistic, and it's not good gameplay. There is *0* reason to use the Mk2 lander can except aesthetics, and ... well ... I don't see many people choosing the Mk2 lander can for its looks.
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Can't move just 1 decoupler in VAB
Superfluous J replied to GeneCash's topic in KSP1 Technical Support (PC, modded installs)
I can't imagine that. With angle snap on and the gizmos, there is no coordination required above that necessary to place the items in the first place. You can even place something on with 6x symmetry and use it as a guide to make sure you're putting the decouplers on the correct place around. Yeah I've never needed something CENTERED, just in line with other things. At least vertically. If I want horizontal centering, the translation gizmo will handle that. -
Can't move just 1 decoupler in VAB
Superfluous J replied to GeneCash's topic in KSP1 Technical Support (PC, modded installs)
Naaw just use the translation gizmo. EE helps, but only in that it now has NoOffsetLimits baked in. I've never used vertical snap. -
With the release of Contract Configurator for KSP 1.2, and a few changes to KSP (most notably RED NUMBERS for negative funds) I've decided to release this. It should work great, but please note I consider this an ALPHA release. What does that mean? It means if it screws up your career game, it's not my fault . Please report it but do not expect sympathy, only thanks for the bug report. You should NEVER install this and use it on a current career anyway, even when it's considered a solid release. This is for advanced users who want to modify some of the core gameplay mechanics of Kerbal Space Program's career mode.
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Slight Pause Every 6-10 seconds
Superfluous J replied to vracorzi's topic in KSP1 Technical Support (PC, modded installs)
Are you sure you're not getting exception errors? If you hit alt-f12 the default screen that comes up will be full of log data, in various colors. Is it full of red? You could have a mod that, 10 times a minute, is trying to do something and is getting all these errors. I say this because for about a day during prerelease, I had exactly this problem. I never found out what mod was doing it, but it was a mod. By the time I got time to go through and test for it, I just installed new versions of all my mods and the problem vanished. -
Can't move just 1 decoupler in VAB
Superfluous J replied to GeneCash's topic in KSP1 Technical Support (PC, modded installs)
I don't know how to do what you want to do, but what I personally would do (and actually do very often) in this situation is to grab the decoupler (and all the stuff attached to it), dial symmetry down to 2x instead of 6x, and place it on the rocket. Then alt-click it to pick up a copy of it (and all the stuff attached to it) and place it 120 degrees around the rocket. Then do that one more time, and you've got 6 boosters attached in 3 groups of 2, that you can drag however you want in the staging list. -
How often do you use autostrut??
Superfluous J replied to TheGuyNamedAlan's topic in KSP1 Discussion
I've found some great "grandparent" tricks, like translating SRBs down on the decouplers so the "root to root" autostruts make a triangle of stability instead of a line. Also, strutting everything (that is strutted, I'm not saying to strut everything :D) to the same thing, be it root or heaviest part, is a boon. -
[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
While using my mod WarpEverywhere, I noticed that KAC alarms consistently slowed ships down too slowly when traveling 10x KSP's maximum warp. I'd frequently miss a window by several KSP days (12+ hours). I didn't try it, but I suspect that 100x (which is 1 year every second) would be even worse. I understand that every mod can't take into account what every other mod does, but would it be possible to extend the slowdown parameters in KAC, to notice when time warp is significantly faster than the stock limits? -
It's not 100% surprising, regular struts would sometimes freak out similarly, as would fuel lines. I would suggest reporting on the KSP Bug Report page, toggling autostrutting off and back on on the parts, and going about your day. Note, this looks a bit like Bug 12369, reported in PreRelease and not addressed.