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KSP2 Release Notes
Everything posted by Superfluous J
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
I personally suggest you use - assuming it gets updated - the Transfer Window Planner instead of KAC's transfer windows. TWP has great KAC integration, literally one click sets an alarm with all the info for the transfer right there. -
The KSP team is completely falling apart right now.
Superfluous J replied to Clockwork13's topic in Kerbal Network
Haha I just picked the first 3 "new" names on the most recent devnotes. I still consider 0.90 "recent" even though I shouldn't. -
How much times your KSP crashed?
Superfluous J replied to SpaceastronautX's topic in KSP1 Discussion
So just the one then? *rimshot* Anyway, the best (and really only) place to report bugs is the bug reporting form, though you should really only do so right now if you're testing 1.2, as I'd not expect them to fix any bugs in 1.1.3 anymore. If you are playing the prerelease and get a bug, report it with a verbose report and your game log. More details here: For 1.2, all of that is good information except maybe where to post and upload the files. For 1.2, you should go right here: http://bugs.kerbalspaceprogram.com/projects/prerelease/issues -
The KSP team is completely falling apart right now.
Superfluous J replied to Clockwork13's topic in Kerbal Network
I know. HarvesteR, Ted, and now KasperVld leave and not one new person except Nightingale, taniwha, and Roverdude.- 33 replies
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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've hit a few bugs here and there but the majority were already reported by the time I got to the bug tracker, and many of those had even already been fixed. Of those I've reported, all have been fixed. Of those I've experienced, one is still open and I'm hoping to contribute to it soon. I want to recreate the problem in the newest build, which with the speed builds are coming out right now (literally I just updated in Steam and Steam was like, "Oh, there's an update" again) that is kind of a moving target- 1,592 replies
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- experimentals
- not the patience ferry
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There will not be any upgrades to 1.1. 1.2 is the next version. So in short, it's all or nothing. But it's very likely you can disable whatever it is you don't want in 1.2.
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Sadly I think you are. They are so slow to get updates out, they probably can't be relied on for it even if Squad provided them with the updates. You'd get the first prerelease while everybody else was getting 1.2 actual. I bought FTL on GoG back in the day. I've never bought another game from them, and I probably never will. :/
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ComNet Ideas for maximum coverage and minimum upkeep
Superfluous J replied to Leafbaron's topic in KSP1 Discussion
Which is greatly facilitated with the new fairing nodes and trusses. Likely the reason they added them. -
ComNet Ideas for maximum coverage and minimum upkeep
Superfluous J replied to Leafbaron's topic in KSP1 Discussion
I was about to edit in a caveat though: Of course, that only gives you the orbit to the second, while KER shows it to fractions of. So you'll get wandering in smaller orbits over time. A Sun orbit should be fine but around Kerbin the drift would be significant. 1 second every 6 hours (keostationary) would be off by a full hour every 3600 days, or less than 10 years. That doesn't seem bad until you have to fix it for the 3rd time. -
ComNet Ideas for maximum coverage and minimum upkeep
Superfluous J replied to Leafbaron's topic in KSP1 Discussion
Actually this is not true. Though the information isn't readily available it's there. You can get time to apoapsis and time to periapsis in map mode. Subtract those times from each other and you have the time for half an orbit, double that value and you have the time for one orbit. As usual KER's far easier and more straightforward, but in a pinch at least you can still do it in stock. -
[RESOLVED/FIXED] Question about 1.1.3 orbit bugfix
Superfluous J replied to p1t1o's topic in KSP1 Discussion
I'm sad to say that while orbits seem fine still, soi changes do in some situations cause pe of the target world to change, sometimes quickly. It's rare but it's happened and I can't recreate it. I don't think a save in a bug report will help as it seems f5/f9 fixes it. -
[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Superfluous J replied to nightingale's topic in KSP1 Mod Releases
While it's a bit busy and not very pretty, I actually prefer it from a usability standpoint. It's far far better than "test the Mk16 parachute in a sub-orbital flight over..."- 5,225 replies
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The fact that he took his girlfriend into orbit (or at least space) in what looked like regular everyday clothes was enough for me to write it off.
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Just replying to say I didn't 'like' this as a joke I miss that feature too.
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The v1.2 Hype Train Thread - Prerelease is Out
Superfluous J replied to Whirligig Girl's topic in KSP1 Discussion
It warns when you remove the science manually but not when you transfer to the container.- 1,592 replies
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- experimentals
- not the patience ferry
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Did you submit a bug report? Because the reason for this release is so we can find bugs and submit reports. It sounds like your career forgott you had a building upgrade.
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I miss the title of the thread being above every post. Especially on mobile it's a pain to scroll up all the way to the top to see the name of the thread, when you open multiple threads in multiple tabs.
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It's not my kind of movie anyway but it's nice to know the entire plot from start to finish in like 3 minutes.
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You can.
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The Mun and back Cheapskate Challenge
Superfluous J replied to ManEatingApe's topic in KSP1 Challenges & Mission ideas
Okay the reworked ship cost me 4829 funds and here's the totally uncut (though I may or may not need to restore from a quick save or two) video of my trip: -
The Mun and back Cheapskate Challenge
Superfluous J replied to ManEatingApe's topic in KSP1 Challenges & Mission ideas
EDIT THAT SUPERCEDES THE BELOW EDIT: All right. I swapped out a part for another part that serves the same function in a slightly different (and more funny) way, and added a single other part for reasons which will be obvious when you see the video. And now I can actually get out of the ship on Mun. Hopefully I'll be able to recreate my test run when I have time to record! EDIT: Not so fast HMV. I just realized I had to plant a flag! That could make this a right bit more difficult, as the ship won't stand upright on Mun. I did NOT plant a flag in my video so I'm recusing myself for now. For NOW. Okay I hope I'm setting the mark on the Pods category. I have a video of me completing this in pure stock 1.2 prerelease with a rocket costing 4813 kerbucks. I didn't fly it perfectly so there's a tiny bit of room for optimization, but not much. I hope to have the video up tomorrow but here's a quick pic of the ship in the VAB. The only thing it doesn't show (though you could deduce it I suppose) is the drogue chute on the very top of the command pod. That, plus a tiny smidgen of leftover fuel (and some non-lethal lithobraking for good measure) was how the craft landed safely back on Kerbin. And yes, it's tilted on launch and doesn't have a launch clamp holding it in place