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Everything posted by Superfluous J
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The Mun and back Cheapskate Challenge
Superfluous J replied to ManEatingApe's topic in KSP1 Challenges & Mission ideas
Can't wait to see it I'm having the darndest time keeping it under 5k. I've got one that's 4988 and it can land on Mun, but doesn't have the dV to get back. I'm hoping I can shave some cost with explosive decoupling to be able to afford a little more fuel. -
The Mun and back Cheapskate Challenge
Superfluous J replied to ManEatingApe's topic in KSP1 Challenges & Mission ideas
I personally would made it cut-and-dried, "recoverable" means you recover at least one part. Actually I personally would say cost of ship in VAB, period and the end. But it's not my challenge. Based on the above, though, I'd say that's a reasonable division. -
Why weren't the part upgrades included for the old parts?
Superfluous J replied to a topic in KSP1 Discussion
There was a strong note of "currently not, and we don't know if ever" in that. Game programmers don't generally work on stuff they never intend to include in their game. -
Why weren't the part upgrades included for the old parts?
Superfluous J replied to a topic in KSP1 Discussion
Eh updates game and changes parts and anything. -
Why weren't the part upgrades included for the old parts?
Superfluous J replied to a topic in KSP1 Discussion
Want? No. Not mind? Probably. Willing to? Most definitely. Personally, I want to have to do it. (Note: While I implied it would work with my phrasing, do not try to splice my words into the above sentence in place of "want" unless you're trying for for the most rudimentary of amusements.) -
Why weren't the part upgrades included for the old parts?
Superfluous J replied to a topic in KSP1 Discussion
Yeah but imagine an "upgrade" for "liquid fuel only in LFO tanks," just to name the most glaringly obvious place where this would be useful. -
I played this maybe 6 months ago. While the idea was great, the user interface seemed to actively fight me on every turn so I stopped playing after an hour or two.
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Why weren't the part upgrades included for the old parts?
Superfluous J replied to a topic in KSP1 Discussion
Can you - in the VAB - set what "level" you want the item to be at? Can you intentionally downgrade a specific engine after purchasing the upgrade in R&D? I ask for 2 reasons: It'd be nice to be able to recreate someone else's rocket without access to a craft file, or test a specific engine level in Sandbox. If you can't select the level, You'd have to start a new science/career game, cheat in the necessary currency/currencies, research the proper nodes, then build the rocket. This seems a bit clunky when all you want to know is "what would have happened if I ran this engine before doing that upgrade?. The ability to modify parts' stats in-editor is a large step toward something Squad said they'd never do, but has actually done a few times in the past. I don't want to give it away but it rhymes with schmrocedural schmarts. -
[RESOLVED/FIXED] Question about 1.1.3 orbit bugfix
Superfluous J replied to p1t1o's topic in KSP1 Discussion
Yup. 74km over Kerbin? Rock solid. Ejection to Mun, 12km periapsis from LKO? Still 12km when I get to Mun, even though I forgot to stop time warp passing through the SOI. I won't go so far as to say I've checked every orbit every time, but every time I *DID* pay attention, it was amazingly steady. -
[RESOLVED/FIXED] Question about 1.1.3 orbit bugfix
Superfluous J replied to p1t1o's topic in KSP1 Discussion
I have yet to have my Pe or Ap waver by so much as a meter, after hours upon hours of play. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Superfluous J replied to cybutek's topic in KSP1 Mod Releases
Interesting. While I'd not try a Jool 5 or anything without it, I'm surprised how well - after years of experience with KER as my guide - I can estimate how far a craft will take me. -
Why weren't the part upgrades included for the old parts?
Superfluous J replied to a topic in KSP1 Discussion
I've been going under the assumption that it was a last-minute thing that didn't pass QA, possibly simply because they didn't have time to test it. So they cut it and plan to put it in later. Alternatively, they didn't want one set of engines to be upgradeable while the others were not, so decided to wait until they had configs they liked for ALL engines. I too am totally jazzed for this, even though I've not played with it yet. -
Because I was screaming for it since like... well ever. 1.1 was nice in that we could edit the persistent file. Now it's even better. Not sure if I'm going to take names for this current series, as it may only last until the Prerelease is over (and mods are updated, so maybe a bit longer) and then I'm gong to start a "real" series.
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There's a max limit of Kerbals in Science mode? And @rdwulfe you create them in the alt-f12 menu. It's glorious.
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No it's there. I set a particularly pesky rocket up to drain fuel backwards and it worked like a charm. It may be an "Advanced Tweakables" option. You can set that in Settings (outside of a game, off the first menu when you start) I think, or somewhere in the Alt-F12 menu.
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Do you try to maintain backward compatibility?
Superfluous J replied to kball's topic in KSP1 Mod Development
None. I account for backwards compatibility none. Technically that's not true. I upload to Spacedock and they allow people to download old versions, so I guess technically I do that. But I don't maintain and I don't support old versions. -
Oh, you replied to a description of how to get the prerelease, not how to get the extra bonus parts. PorkJet's parts overhaul is not a release, so you should not be getting it from the downloads page OR from Steam. It's more of a mod, and you should be getting it from whatever link they provided in the announcement. I assume the link you put in your post is to that.
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...because you can download it from Steam.
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Don't know about Porkjet's models. I'm too busy playing testing the game to check out an art pass Regarding the location of the download, it's exactly where you normally get your updates, only a little further down. If you're a Windows user you can't just click the icon, you have to pick from the list below it.
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The v1.2 Hype Train Thread - Prerelease is Out
Superfluous J replied to Whirligig Girl's topic in KSP1 Discussion
Advanced Tweakables is in settings. You have to do it off the main menu before loading a save. It's in General, near the bottom of the left-hand side. Autostrut is available on every part. Right click the part and it's a button that toggles between 3 options (off, to root, to heaviest part). To get the "autostrut lines" you need to go into alt-f12 and check the "Physics" tab. The lines are always on in flight but only come on for a few seconds in the VAB. No clue why, other than maybe they'd clutter the display.- 1,592 replies
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Lucky for you you can try it yourself. Right now.
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I actually did look at that, and WarpUnlocker. Neither change the number of steps, from what I can tell.
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Well there are trade offs to the NERVs, that are generally worth it. You will have to accept that Oberth won't be giving you much of a hand no matter if you're in Minmus' SOI, Kerbin's, or Sun's. But you get that sweet sweet Isp efficiency to make up for it, and that works everywhere. Not sure the best way to go to Jool from Minmus with such low TWR. I'd probably try to exit Minmus as it was swinging around the back of Kerbin, and just keep burning. Basically your trajectory out will look a lot like a LKO trajectory to Jool with decent TWR, only it'll be way out at Minmus' orbit.
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I have always done (2) above. It took 3-4 times to really get the process down because things (generally, Mun-shaped things) tripped me up a lot. (3) though isn't as inefficient as you think it is if you do all the burning to your destination from Minmus, instead of burning out to Sun orbit and then burning from there to your destination. (1) is terrible. Never ever even consider it as an option.
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I should really title this "Not adding levels of time warp" because I can't figure out how to do it I've got this little bit of code: TimeWarp timeWarp = (TimeWarp)FindObjectOfType(typeof(TimeWarp)); print("WarpConfigurator.warprates before: (" + timeWarp.warpRates.Length + ") "); for (int i = 0; i < timeWarp.warpRates.Length; i++) { print(i + ": " + timeWarp.warpRates[i]); } Array.Resize(ref timeWarp.warpRates, timeWarp.warpRates.Length + 2); timeWarp.warpRates[timeWarp.warpRates.Length-2] = timeWarp.warpRates[timeWarp.warpRates.Length-3] * 10; timeWarp.warpRates[timeWarp.warpRates.Length-1] = timeWarp.warpRates[timeWarp.warpRates.Length-2] * 10; print("WarpConfigurator.warprates after: (" + timeWarp.warpRates.Length + ") "); for (int i = 0; i < timeWarp.warpRates.Length; i++) { print(i + ": " + timeWarp.warpRates[i]); } And here's what ends up in my log (with unimportant stuff trimmed) WarpConfigurator.warprates before: (8) 0: 1 1: 5 2: 10 3: 50 4: 100 5: 1000 6: 10000 7: 100000 WarpConfigurator.warprates after: (10) 0: 1 1: 5 2: 10 3: 50 4: 100 5: 1000 6: 10000 7: 100000 8: 1000000 9: 1E+07 So, I know the numbers are there. However, in the game when I use > to speed up time, when I get to level 7 it stops just like always. Is there something else I need to set? Some variable that specifies the maximum warp level? I can't find one, and don't even know where to look.