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KSP2 Release Notes
Everything posted by Superfluous J
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The v1.2 Hype Train Thread - Prerelease is Out
Superfluous J replied to Whirligig Girl's topic in KSP1 Discussion
I don't know about the best of us, but I can say that for me myself? There's a reason I was able to answer the question so quickly- 1,592 replies
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You're looking in your persistent.sfs file for this (this is the defaults, yours may be different) DIFFICULTY { AutoHireCrews = False MissingCrewsRespawn = True RespawnTimer = 7200 BypassEntryPurchaseAfterResearch = False AllowStockVessels = False IndestructibleFacilities = False ResourceAbundance = 1 ReentryHeatScale = 1 EnableCommNet = True } ... CommNetParams { requireSignalForControl = False plasmaBlackout = False rangeModifier = 1 DSNModifier = 1 occlusionMultiplierVac = 0.9 occlusionMultiplierAtm = 0.75 enableGroundStations = True } Both of those are near the very top of your save. I only included the DIFFICULTY one for it's last entry. EDIT: It's probably obvious, but just for completeness you want "requireSignalForControl" to be True and "enableGroundStations" to be False.
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Orbital Construction Joints
Superfluous J replied to Corona688's topic in KSP1 Suggestions & Development Discussion
No you can change the part configs (that's all MM configs do), but it's clunky to hand-edit configs that will automatically change back when you update. -
The v1.2 Hype Train Thread - Prerelease is Out
Superfluous J replied to Whirligig Girl's topic in KSP1 Discussion
Windows is special. It's got multiple downloads as links below the icon.- 1,592 replies
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Do we really need game modes?
Superfluous J replied to Vanamonde's topic in KSP1 Suggestions & Development Discussion
Yeah that technically works, but the display only shows 0 science and no funds. Also, it doesn't respect an unchecked "allow negative funds" checkbox, and it sends funds negative. Also, it eliminates the need to upgrade R&D because everything costs 0 science None of this really needs "fixed" per se, I was mostly just curious. -
Keep walking until you're out of the street.
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Anybody know where to find this mod?
Superfluous J replied to Mr_pig101's topic in KSP1 Mods Discussions
I've never used (or even heard of) this mod before so it's up to you to vet these files. But here's the archvie.org page for the zip file, and here's the github page. If you look in the "Binaries" there's a dll. As I said, I've no clue what it does or if it needs any other files, and at (apparently) 3 years old I doubt it'll even work, but there you have it. -
'Hold this angle at all costs' SAS mode
Superfluous J replied to Vectura's topic in KSP1 Suggestions & Development Discussion
I don't like the idea of doubling the use of a button, but I support another button. I could see holding a slowdown maneuver close to the surface of a planet (to come down to land) and midway through you realize it's holding your angle instead of the maneuver node. Probably not devastating but when you're moving fast near a planet's surface is NOT when you want your tools automatically switching what they do. -
Should The Community make a Planet Mod Pack?
Superfluous J replied to ForumUser's topic in KSP1 Mods Discussions
There are far too many disparate opinions about what should be in the game for a true community planet pack to work. Several members could get together into a team, sure, but not the entire community. So I voted "No."- 15 replies
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Orbital Construction Joints
Superfluous J replied to Corona688's topic in KSP1 Suggestions & Development Discussion
I always thought it would be cool to be able to build an entire construction in the VAB, break it into parts, launch each separately, and when you got them all near enough to each other the game would rcognize you had the complete "set" of station pieces, and you could assemble them via some sort of menu or something. Somehow. *waves hands in air* Don't ask for details, I'm an idea guy. -
OP, you obviously require an infinicomputer. They allow you do to an infinite number of things with no performance penalties. Each costs one (1) infinity dollars. See exchange rate table for international shopping. Computers have limits. Software has limits. The universe has limits. You can't make a too-large ship. If you find the game unplayable because you want to do that and can't... well that's life. You can't.
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The v1.2 Hype Train Thread - Prerelease is Out
Superfluous J replied to Whirligig Girl's topic in KSP1 Discussion
I think it's been a thing since the Unity rewrite. I "discovered" it on Duna back in August, in this video.- 1,592 replies
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Amusingly that's even easier now, as in alt-f12 you can "rendezvous" with a ship. I've considered it as recently as today and - were it not for autostruts - I'd have gone with it with absolutely
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Note you can't download it from the store unless you bought it from the store. I happen to have it from both
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Because there are billions of people on the planet and they all like different things.
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Well said! Agreed, and also why I think it'd be nice to enable "ability to autostrut" on a part and take a small mass hit (as in, autostrutted parts gain 1 strut worth of mass, or are x% heavier, or whatever game balance deems is fair). I just really really really want to maintain the ability in flight to change the strutting. I'm totally down with a toggle to not enable CREATING autostruts in flight, but I am very averse to eliminating our ability to re-strut in flight. It's just so darned useful.
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Without putting too much thought into it, my favorites tend to be ones I can complete in an hour or so. Though I really REALLY enjoyed the Caveman Challenge which was several hours. I also enjoyed Jool 5 and my failed Grand Tour. I also really enjoyed the one where you had to - in one go with no reverts and no mods - launch the game, build a rocket, send it to mun, land, plant a flag, and return to Kerbin safely. If your Kerbal died or could not do any of those things, you lost and could never try the challenge again.
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I think I'm going to try something like this on my next mostly-stock career, except I'll probably still start with 0% rep and keep my personal record of "never ever use a lab" intact. I have also strongly considered reducing Kerbin, Mun, and Minmus science gains further, to offset my almost intense need to use Automated Science Sampler I love this idea. Sadly that information seems to be stored per game install and not per save, so you can't edit your save file or do some sort of shenanigans like that. I suppose you could set up a ModuleManager config to limit the science per body, and after every mission go in and tweak them down. And restart the game. I need to stop thinking "I could mod that I bet" when deep down I know I can't. I'm going to look into it though. As with all the other mods I dream up, I can see each step in my head but I just know that each one is harder than I think it is.
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Are the smallest antennas overpowered on space planes?
Superfluous J replied to Sresk's topic in KSP1 Discussion
That sounds like a physics glitch you could really exploit. -
Forwards: (West-to-East, entering Mun's SOI on the "right side" and slowing down behind it in its orbit) You save about 20 m/s of dV when landing (its rotational velocity is 9m/s, so you save that 9 plus the other 9 you'd need to go the other way). Backwards: It's what NASA did, because they ejected to the Moon in such a way that they could get a free return trajectory. That way, if anything went wrong on the way out (as it did to Apollo 13), the astronauts would have a fighting chance of not dying.
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I mean that if you launch a craft with a part with no auto-strutting, then it's okay in my mind that you then cannot turn auto-strutting on for that part. However, if you turn auto-strutting on for a part in the VAB, you should, later when you dock your craft to something else, be able to modify how that part is strutted.
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Sadly, I can't tell you because the amount of dV you arrive at the asteroid with, and the amount you'll have when you clamp on, will be different numbers and will be quite dependent on what kind of ship you take out there. Just looking at that orbit though, if you're able to latch onto the asteroid before it passes Pe it shouldn't be that bad. Just burn retrograde right at Pe until it's JUST captured, and then you can bring up more fuel later. Or alternatively, try to meet it way out as it just enters Kerbin's SOI and burn radially inward to aerocapture it. NOTE: I've never tried aerocapture of an asteroid since 0.90 (See pic in signature ) and do not know how well you'll fare plowing through the atmosphere at about 4000m/s.