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Everything posted by Superfluous J
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I don't think they're any worse than changes to atmo in 0.90 - 1.0. Less, in fact. And as they keep telling us, the version number doesn't actually mean anything so really we're just one version past that massive change.
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Good ideas, both. I should have thought about the nosecones. I've been believing that mostly on faith. It's almost as if the rocket is too stable and not maneuverable enough, but it's acting really weird. I launch, and because I'm not on a perfectly flat slope the prograde vector goes to the side. And the ship almost SWERVES toward that prograde vector, and after that it's dead. It's nice to know though that Eve is still actually possible in 1.1.2.
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I can't tell if you're being a pessimist or a realist, or if one is all that much different from the other, but I agree with you. I still want axial tilt and don't really care about lagrange points. Not really. Once you can tweak your approach from interplanetary distances to nail an equatorial orbit in the game CURRENTLY, you have all the skills to nail one on a tilted planet. So it's actually not much harder, just requires a little more fuel to align your orbit once you're there. And if you're landing, you don't even need to do that part. And it'd give poor little Dres something unique which it kinda needs - new dresteroids aside of course
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It's all about rep. And I'm pretty sure it's only 4 dots
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Okay noob-alert here, just in case you don't remember I have no idea what I'm doing. I came across the mod WarpUnlocker, and wanted to make a slight modification to it. The source is in the zip and I've included it below (It's in the public domain) because it's so simple. Note: The WarpUnlocker dll works in ksp 1.1.2, so I know it's not the mod's fault but mine. So I (re-)followed the instructions for creating a new project in this helpful wiki page and instead of using the "hello Kerbin" stuff I pasted WarpUnlocker's source into my project. I hit F7 in MonoDevelop and - somewhat to my surprise - it compiled and made me a DLL. SWEET. I took that DLL and copied it over the WarpUnlocker DLL that was originally in my KSP install (barebones, no mods but this one) and found that while the mod itself seems to be installed and running, it doesn't DO anything. The time warp constraints are still there and the first time warp level is 5, not 10 (which the original DLL did). So, I edited the source to allow printing to the log file (like in the wiki page's tutorial) and even THOSE aren't outputting to the log file. It's like the mod loads but doesn't run. Any idea what I'm doing wrong? Remember to use "Captain Dummy Speak."
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Wow. That was SWEET. It's amazing how similar our two plans were, though yours was with this awesome SSTE(verywhere) and mine was this hacked together conglomeration of disparate little shiplets. Have you tried your Eve lander in 1.1.2? My 1.0 lander simply does not work on Eve anymore. I can barely get 50m/s before it veers off in the soupy atmosphere. I'm trying to figure out if it's the ship or if Eve is really that much harder now. As if Eve needed to be harder. EDIT: So once you recovered that vessel, what was your total cost on the mission? I'm talking (VAB cost) - (recovery cost).
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
No need to apologize! We're mostly sure you probably have a life outside toiling for us schlubs. -
That right there would be a mod I would install.
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I made a video about it when I switched on YouTube from 5thHorseman to HMV Plays.
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Daily Kerbal not being updated this week?
Superfluous J replied to Findthepin1's topic in Kerbal Network
Squad is taking a well-deserved (or at least much-needed) vacation. -
I didn't even realize I did this until just now. I have no real problems clipping (though I won't abuse it TOO much) but I refuse to translate something so far so that it's not touching the rest of the ship anymore. This bothers me so much, it's actually the reason I feel the NoOffsetLimits mod is so important. It keeps those radial decouplers where they belong.
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[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
No. There have been massive changes to unity (It even got 25% more version numberings) that totally changed the way the UI was displayed. You'll just have to wait for Trigger to get to this, and in the meantime use either Alexmoon's Webpage or the double maneuver node trick: -
Landing strut rotation axis
Superfluous J replied to Jarin's topic in KSP1 Technical Support (PC, unmodded installs)
Looks like it's bug 7593. I've been anoyed by it as well. Seems in the current build (1.1.2) you can at least place them "normally" and then use the rotation and translation gizmos to get them where you want. I made a vertical-at-launch-but-lands horizontal mining base just yesterday and bumbled my way through getting the landing legs correct. -
This 1000%. If KSPedia didn't require Unity Programming (what's wrong with html and css anyway?) I'd have already done it.
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So what does it take to get off of Eve these days?
Superfluous J replied to RocketBlam's topic in KSP1 Discussion
Hyperedit. I'm not as lucky as @Signo is. My Eve ship that worked perfectly well in 1.0.5 required hours of work to get through the atmosphere to a landing in 1.1.2, and after hours of work trying to get it to take back off again, I've given up. I don't know exactly what's wrong or why it worked just fine in 1.0.5 and flies like a cow with broken legs in 1.1.2, but it has driven me to the point where I don't care if I never see the surface of Eve again. -
Ah, so the album is just the image in album form. I thought maybe there were more pictures. Then what I said holds. It's not very efficient from where you are, but if you start your mission intending to do that it's quite effective.
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Your album is not coming up so I can't help on that one, but based on the picture you want to get your An or Dn (The doted lines connecting your orbit to Moho's, and just one or the other you don't need both) to touch Moho's orbit. When you do that (or get close) you'll see two markers that indicate where your ship and Moho will be on the next orbit. Place a maneuver node AFTER it and the marker for Moho will jump to where it will be on the NEXT orbit. Use that maneuver node to burn prograde or retrograde, pulling Moho around its orbit until you and it are in the same place at the same time. It's not the most efficient way (especially on time) but it's not bad, especially so close to the sun wher you fly around pretty quickly.
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This is my favorite. His owner calls him "snokeums"
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If I reply now does that mean @Xannari Ferrows wins or loses?
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What is the RCS for?
Superfluous J replied to Sprachenheitz's topic in KSP1 Gameplay Questions and Tutorials
There is too much, so I'll just link you to the wiki page on Reaction Control Systems for KSP. -
You mean west? "right" is hard to define. If you had to define it as anything, it'd be east, and east of KSC is a whole lotta water.
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NERV Duna lander ideas
Superfluous J replied to Giygus's topic in KSP1 Gameplay Questions and Tutorials
For that small a lander, I'd just use a small chemical rocket. It's been a while since I've been there but I think the Terrier works fine in Duna's thin atmosphere. You're probably spending a lot of your efficently-burning fuel to lift all that engine, whereas you'd burn a lot less fuel (albeit a bit less efficiently) to lift a much smaller craft.