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Everything posted by Superfluous J
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One more fast forward button.
Superfluous J replied to Gamax19's topic in KSP1 Suggestions & Development Discussion
Yeah I've got a mod that lets you go 100x the KSP max and (at least on my computer) it's never caused a problem. I warped Jeb for about 60 years (1 minute) in LKO and he was solid. Old, but solid. I've also used the "only" 10x faster than max (10 seconds per year) to putz around going to Eve and Moho, and have had 0 problems with that as well. Except KAC doesn't slow me down enough, but I think that's just because KAC expects default time warps. I should probably bring that up in that thread... Ninja'd by my own mod -
How often do you use autostrut??
Superfluous J replied to TheGuyNamedAlan's topic in KSP1 Discussion
Since 1.2 became a public beta, I've used them on every single ship that I would have otherwise put regular struts on. I've used regular struts only a couple times, and that was in testing to see if there was any reason to anymore. I don't think there is. -
Autostrut Abuse Challenge
Superfluous J replied to JacobJHC's topic in KSP1 Challenges & Mission ideas
While this is true of any feature (that it may change) I'm not so sure you can expect this. Here's a quote from this feedback I put in during PreRelease: "this is actually by design so I'll change this to feedback, we can of course not use autostruts, but maybe they should just become the default?" (emphasis mine) -
Do you use mods? You can - through Module Manager trickery - grant different classes different abilities. Maybe your old career had that and your current one does not? But yeah, in the stock game I've never seen a Scientist who could turn on SAS all by himself. Sandbox? Sure. Science mode? Maybe, I don't play it very much. But not career. It's funny you put it that way, because in my mind when I hit a "hold heading" button I don't imagine Jeb's doing the same thing. I imagine he's (perhaps excitedly) grabbing the stick and saying, "Finally I get to do something."
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In all fairness it IS a feature (and the most visible one from a user's perspective) of the mod. As much as we can argue that if someone doesn't like the cat they should just not use the mod, if Sarbian doesn't want the thread clogged with posts he can just take the cat out. I don't want to speak for Sarbian, but I somehow doubt he's not enjoying the posts
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[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
No clue about PN. You could test it though. use DAMN to put one at your absolute AN, move it a little, and then click AN in Precise Node and see what it does. -
[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
There are two sets of An/Dn buttons on the screen. The top pair (in the Orbit section) are relative to the universe as a whole. If you burn at them (in the right direction for the correct amount) then your orbit will be perfectly equatorial to the universe, which also happens to be every planet in the game's equator. It's nice, but not always particularly useful. The second set of buttons (in the Target section) are relative to your TARGET, and these are usually what you care about. You need to set Minmus as your Target, and then click the An or Dn button there. -
I hate to ask this, but WHY? Why exactly is it "so annoying"? Are you trying to impress someone with your KSP load screen? Are you trying to play some unknown mini-game and the cat gets in the way? It's not bothering you. At all. You are being bothered by it. Yes. It is. Do you know what "professional" means? It means you get paid for it. Sarbian isn't being paid (anymore) by Squad, so he can be as unprofessional as he wants to be. It's doing no such thing. You're choosing not to use it, which is your right. You can (and do) also choose to not load any number of mods for any number of reasons. If you really really want to run Module Manager and just refuse to not care about the stupid* cat on the load screen - then you have to make a choice. Is the price (the cat) worth the benefit (an awesomely set up KSP)? If it's not, then don't use Module Manager. If it is, then use it. Just don't complain to the guy giving you free stuff because the free stuff he gave you isn't up to your own personal tastes. *Yes. I think the cat is stupid. I would turn it off if I could do so easily. But I am not even the least bit angry about it.
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[old thread] Trajectories : atmospheric predictions
Superfluous J replied to Youen's topic in KSP1 Mod Releases
My button doesn't stick around, and I have no idea why. One of the problems with having no idea how to mod, is you don't even know why things WORK sometimes -
[old thread] Trajectories : atmospheric predictions
Superfluous J replied to Youen's topic in KSP1 Mod Releases
They were talking about that over on the Hyperedit thread I think, or RCS Build Aid. Those both do it too. Something about needing to unregister or somesuch. It sounded very technical. What do I look like, a modder? Sheesh. (should probably make sure DAMN doesn't do that) -
Game time continues while KSP is closed
Superfluous J replied to Xardas's topic in KSP1 Suggestions & Development Discussion
For a mod to be written, a single person needs 2 things: The desire for the mod. You have this. The ability to create it. You should do this. It's not a very popular thing to want, so you're going to be hard pressed to find someone with both qualities. -
Emotionless Main Menu Kerbals!
Superfluous J replied to Mountkosiosko's topic in KSP1 Suggestions & Development Discussion
Actually while there are 4 of them, they don't seem to be the "big 4" as they're in white suits. I think it's just 4 random Kerbals from the space program. And obviously they're posing for the "Join the Space Program, we're a whole bunch of Kool Kats" (finger-snaps) campaign. -
You can't make the "electric charge" resource have equivalent battery mass. As the tanks filled up the ship would get heavier, and as you used power it'd get lighter. You need to make the TANK have a mass equal to its total electric charge in batteries, which - if I'm reading allista correctly above - is not yet an option.
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[DISCONTINUED] DropAManeuverNode [v0.2]
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
I like the idea, just don't know how to do it. I was thinking maybe "5 minutes after SOI change" or something like that, as it might be confusing to try to do a burn right AT the change. -
These docking issues eerily match problems I had a while ago adding the angle snap to stock docking ports. I never figured out the issue and could never replicate it in stock (plus modulemanager and the change) so assumed it was a mod. It was very frustrating because it seemed to happen more to ships that were longer in the field, so building bases became more and more troublesome. I know this is exactly the sort of non-bug-report that is completely not actionable, which is why I never said anything before about it. I only bring it up because it sounds SO FAMILIAR reading this thread right now.
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[1.2.1] SimpleConstruction - Stock rocket building v3.3
Superfluous J replied to MatterBeam's topic in KSP1 Mod Releases
Amusingly, Just a couple hours ago I came to the same conclusion, though I've not tried to build anything. I verified all the parts were present though and I didn't get any weird errors. -
Can't transfer fuel ksp 1.2
Superfluous J replied to Blocker44's topic in KSP1 Gameplay Questions and Tutorials
Also, if you're early enough in career you may not have unlocked the ability. As it's (IIRC) R&D level 2, though, by the time you're building stations you've probably unlocked it.- 7 replies
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Can you view TWR in the Xbox version of the game?
Superfluous J replied to LightYearsToGo's topic in KSP1 Discussion
For Kerbin surface launches (where you most frequently want to know your TWR) you can get it off the navball, though not to great precision. The G meter on the right side is an accurate measure of your TWR so long as you're facing upright and near the ground. It's not all that inaccurate though even all the way up into orbit. It also "works" anywhere though it's not local TWR. It's always what your TWR would be at Kerbin's surface. I try to make sure my launches are around 1.3-1.5 TWR, so when I don't have KER installed I try to get the little marker somewhere just shy of midway between the first two ticks. -
I was thinking more organized according to "general" and "specific" as in, settings that you rarely change vs ones you may want to change each flight. Probably you could even just break it up between ones that get modified when you optimize vs ones set by the user. Eventual orbit height, inclination, rotation, those are ones I may want to set each launch (and lock in). Starting turn angle, not so much. Also, hiding the stage to stop auto staging in options has driven me nuts since the first time I used the mod. It's likely the ONE AND ONLY SETTING I want to change on most every launch.
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Yeah, people were (read: I was, and a couple others as well) that paywalling them behind VAB upgrades that are otherwise mostly useless for a long time in career was encouraging us to just not ever use them. By the time we unlocked them, we weren't even thinking in that realm anymore. It's in the advanced settings I think.
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I don't do RSS, but I've been having fun in "mostly stock" with the following: Hard mode (I found that the science and money gains are about right for me, and I don't even pay attention to rep so don't really care. I found that under 60% feels way too grindy, and over feels like I'm cheating). Then I change: Quickload/revert, turn back on. I mean come on. Resource Abundance back to 100%. Seems like more grind otherwise. Starting Funds $0. Just a tiny little extra challenge at the start. Decline Penalty 1 (It's 3 on Hard. I prefer 0 but actually find I like the incentive not to play roulette. You win this round, Squad) Turn on Part and Kerbal G limits, and part Pressure limits. Always Allow Action Groups ON. I'm trying to re-train myself to actually use them. Plasma Blackout ON. Range Modifier back to 100%, actually 101% because the slider won't go exactly to 100%. This, along with Automated Science Sampler, makes for a nice early career. I've gone all the way to Duna with it and been pretty happy.
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I can't honestly answer the posed question, as after thousands of hours logged and after pretty much doing "everything" in the game, I'm only now considering actually using MechJeb. I don't think I'll end up using it actually, but this is the first time in over 3 years that it's had any attraction for me, in how it can automate boring things that I can do with no problem but just don't feel like doing anymore.
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Q.E.D.
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All of the above. Landed on all but Jool, and returned from all landed on. Nothing in particular to tell, really, though Eve is *ALWAYS* harrowing.