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Everything posted by Superfluous J
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Remembering where to land
Superfluous J replied to Chucktheninja's topic in KSP1 Gameplay Questions and Tutorials
Yeah Waypoint Manager is the way I'd go, personally. Visually dropping a waypoint in map mode that then shows up not only in map mode and on the navball, but also on the screen is a boon for nailing perfect landings. -
[quote name='Warzouz']Sorry 5thHorseman, but I didn't get the true meaning of your message :/ Does you "code" work in reality ? If yes, I'll add if to my personna tweaking instead of modifying official files(and forgeting) each version. Thx[/QUOTE] No that code does not work. I was using it as an example of something that would be WONDERFUL to be able to tweak in a ModuleManager config. "Pseudocode" is a programming term for stuff that looks like code but isn't, when you either can't or don't feel like writing up real actual code to get your point across. In my case, I can't write actual code because no ModuleManager code will do this.
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[quote name='BlueCanary']The thing is, there'll be lots of threads by people who've left the forums, and those will not be backed up. Since when I was first learning KSP I remember getting lots of help from rocket builders and spacecraft exchange threads that were 3 years old and started by users who hadn't posted in years, this means a lot of useful information for both beginners and non beginners will be lost. I really wish they'd keep it as read only or something, there's a lot of stuff that's going to be missed.[/QUOTE] Spacecraft Exchange will still exist and will be busier now that it's the only forum to post ships. Most ships designed before 1.0 are useless now, and most designed even a month ago will need tweaking. While a bit sad, it's really not that big a deal, functionally. It's more akin to losing photos in a fire. You can't get them back, but you don't need them to continue moving on and it was better that you saved the dog instead. It could be argued that this will HELP new people. I still answer questions where the person thinks that cranking over 45 degrees at 10km is the way to launch because that's what it said in a post somewhere.
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[quote name='NathanKell']It's a physics setting because that's where I stuck it. And as this thread shows, physics settings are patchable by ModuleManager, whereas game settings are not.[/QUOTE] While a good reason to put the setting there, it's a better reason to make game settings patchable by ModuleManager. (dreaming in pseudocode) [code] @GAMEGLOBALS { CONIC_PATCH_LIMIT = 8 } [/code]
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3 things I've done that the next user hasn't
Superfluous J replied to DarkGravity's topic in Forum Games!
I've done the middle one of those. I don't even know what bootcamp is. Regarding Steam, I've never had my entire library installed on a COMPUTER all at once, little alone a thumb drive. Installed a version of windows off of floppy discs. Played Doom on an iPod (5th Gen) Erased a hard drive with an electromagnet. -
[quote name='TheCanadianVendingMachine']A piece of buggy, terrible software gets official support removed?[/QUOTE] :D [quote name='nsgallup']Existing threads aren't getting deleted are they?[/QUOTE] Existing threads in the Rocket Builders subforum will not be transferred. This will effectively delete them though it sounds like, if you ask, they can still access the content in them for a time after the transfer.
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[quote name='Geschosskopf']Is this just me? Is it actually possible to set the whole thing up from outside Jool's SOI? I mean, I can target the individual moons from outside Jool's SOI but my path will not show any encounters with them as long as I'm outside Jool's SOI.[/QUOTE] I answered this a couple posts above. [quote name='5thHorseman']Open up the settings.cfg file (In your root KSP directory) and find: [code]CONIC_PATCH_LIMIT = 3[/code] Change it to something sane. I have: [code]CONIC_PATCH_LIMIT = 8[/code] In theory it hurts performance, but I've never noticed.[/QUOTE]
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Put your probe core or command pod as close to the engine as possible, so the rocket knows the direction it's GOING, instead of the direction the probe core is FACING. Also, struts. The problem isn't (totally) the wobbliness of the rocket. It's that the game thinks you're heading in the direction the probe core is facing.
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[quote name='numerobis']I do not. Where does this code go?[/QUOTE] Install Module Manager. If you use any mods at all you may already have it. Create a text file named something reasonable. zerothrottle.cfg maybe. Paste that text in it, and make sure it's somewhere in your gamedata folder. just in the gamedata folder is fine, though I make a subfolder named "00_configs" to keep things tidy. Once you start using ModuleManager, you may end up with lots of little configs :) [COLOR="silver"][SIZE=1]- - - Updated - - -[/SIZE][/COLOR] [quote name='swjr-swis']why is this considered a physics global?[/QUOTE] Because KSP.
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How to calculate the lenght of a day in a moon?
Superfluous J replied to kunok's topic in Science & Spaceflight
Well if the moon keeps a face to its parent, than its sidereal rotation equals its sidereal orbital period. If it doesn't, then its sidereal rotation should be specified. And in that equation, "Orbital period" is of the moon's parent, not the moon itself. -
[quote name='Geschosskopf']It seems that the game only handles 1 SOI change into the future when it comes to displaying things.[/QUOTE] Actually it's 3, which is ridiculously low for anything other than going to Mun. Open up the settings.cfg file (In your root KSP directory) and find: [code]CONIC_PATCH_LIMIT = 3[/code] Change it to something sane. I have: [code]CONIC_PATCH_LIMIT = 8[/code] In theory it hurts performance, but I've never noticed.
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Nail your Jool encounter way out. Preferably while still in Kerbin's SOI but at the midpoint or AN/DN should be fine. Burn to pass Jool on the right (so you're going the same direction as the moons) and get your trajectory passing right through Laythe or Tylo's SOI. Laythe's good because it's close and Jool's gravity gradient's more pronounced, and Tylo's good because it has more weight to throw (you) around. Do that burn, and if you're lucky you'll actually get an encounter with that moon, and for a couple decimeters per second you can tweak the encounter (I suggest using a maneuver node to tweak, so you only have to burn once) to enter the moon's SOI from behind, and exit from the side putting you into a Jool orbit. If you're not lucky, no biggie. Just (again, use a maneuver node. Measure twice, burn once as they say) do a burn that is a combination of radial and -grade for - again - a few decimeters per second and you'll get an encounter in no time. Then tweak it as above. If it's too squirrely (it's hard to do a perfect 2-decimeter burn with a massive hulk of a ship) just go forward about halfway to Jool, and the burn will take more dV and therefore be a bit easier to fudge.
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How 'environmentally conscious' are you?
Superfluous J replied to mangekyou-sama's topic in KSP1 Discussion
I try to never ever leave any debris in a permanent orbit of anything. I define "permanent orbit" as objects that will NEVER: 1) touch even the barest wisp of atmosphere. 2) hit the top of the highest mountain. 3) change SOIs. Ever. If an object will do this, I will try very hard to not drop it and instead carry it until it is in such a state. I also try very hard to design my ships to not be in such a state. Any debris left in such a state must be manually collected. Any debris that does any of the 3 things above, I can delete without waiting for it to "naturally" decay, crash, or be ejected. It's been over a year since I've had to manually collect a single piece of debris. -
[quote name='Gaarst']But what if "it's coming right for us!" ? :huh:[/QUOTE] Then we'd better keep it intact because it's far better for one thing to be coming for us than a huge cloud of debris. We're better off nudging it aside. And before you say there's no time... If we don't have the time to move it aside, then we don't have the time to blow it up. Put on your sunglasses, crank up the Aerosmith, and kiss your loved ones goodbye.
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[quote name='SpaceplaneAddict']Wazzat?[/QUOTE] No, WYSIWYG.
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KSP Caveman Challenge!
Superfluous J replied to GoSlash27's topic in KSP1 Challenges & Mission ideas
[quote name='MoeslyArmlis'] @5thHorseman That is too bad. The contributions you have added to the forum I would say are meaningful. [/QUOTE] Thank you :) But that's not exactly what I meant. I meant I log on, snipe a few quick replies, and then take off again. I simply don't have the time to peruse several dozen images or a video to make sure the entry is legit. -
What happens when you shoot an arrow in space?
Superfluous J replied to RainDreamer's topic in Science & Spaceflight
[quote name='1of6Billion']I'm just curious... If you shot an Arrow from the ISS. Where would/could it end up?[/QUOTE] Back in the ISS, an orbit later, if you fire it [s]right[/s] wrong. -
[quote name='John FX']Yeah, this is the point for me. When I have an `interesting` mission, I`ll often take control but if I need to launch 10 very similar craft and get them all to meet up in orbit I`ll MJ it.[/QUOTE] I'm similar, but with Hyperedit. It's quicker and uses less processor cycles. I set up my Minmus mining base, set up my orbital refueling station, do one cycle of land/dock/liftoff/dock to verify I'm capable of it, and then in my mind so long as a day has gone by since the last time I did it, I can just hyperedit the fuel into the station. Is it cheating? I don't give a frick. It lets me do the very few interesting things that are left to do in this game.
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[quote name='DMagic']One of the nice things about the IPS editor (and I made an account on the IPS forums just to test it out) is that you can take material formatted using something else and just copy/paste it into the editor window. So you can write something in Markdown, like from a GitHub readme or wiki (or a [URL="http://markdownlivepreview.com/"]Markdown preview site[/URL]), copy the final content (not the raw markdown text) and paste it into the editor window.[/QUOTE] Or I could write something in bbcode on any of the other forums I visit, preview it, and then copy/paste that here ;) (In spite of the ;) face that should actually work. And I could actually see doing it)
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Fairings destroyed the 4th set of my rover's wheels
Superfluous J replied to More Boosters's topic in KSP1 Discussion
[quote name='Overland']Just about any kerbal can repair a wheel.. Right click it amd hit repair..works fine for me although I do carry most engineer kerbals See repairing a tanker wheel..unless you mean explode? [url]https://youtu.be/wYeE3RY0M84[/url][/QUOTE] Do you play Sandbox? In career, only Engineers can change tires. I'm not sure on Science mode, which is a bit amusing considering I'm doing a Science Mode run right now :D -
KSP Caveman Challenge!
Superfluous J replied to GoSlash27's topic in KSP1 Challenges & Mission ideas
I appreciate the nomination, but will have to decline. While I do seem to spend quite a bit of time on the forum it's in short bursts and I rarely actually DO anything here. -
Squadcast Summary 2015/11/19 - Dr. Turkey I Presume?
Superfluous J replied to Superfluous J's topic in KSP1 Discussion
[quote name='boxman']Again shows that they should just give everyone a opportunity to use the beta build instead of just a elite group of big youtubers like now that mostly only care about getting the views and not actually filing bug reports.[/QUOTE] That was proven in the past to be a fiasco. -
In this case, I'd burn at Ap to bring my orbit in contact with Mun's orbit, and then use Mun to gravity assist myself into an orbit that was both equatorial and with an Ap near Mun and a Pe in the atmosphere. Then (Likely with multiple passes, you want to be careful here) I'd aerobrake the Ap down to the target altitude. Finally, I'd burn the Pe up to the same altitude. I can't describe exactly how this would occur because I've never done it, and each situation is different. I can tell you I'd use maneuver nodes and multiple patched conics levels, well more than the default 3.
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The problem with limiting image size in any way is that - currently - the forum isn't directly involved in the image. It's just a link, that isn't even on the site usually. If you were to enforce an image size the forum would have to either check the image, or intervene to process the image and cache it. If you don't cache the image then the poster could just replace the "legal" image later with a larger one. Granted that's not likely to be a huge problem or anything, but it'd still add a lot of overhead for the server for something that most people wouldn't even understand the desire for (I know I'm an edge case for this one).
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Oh another thing that I forget is a feature here because I turned it off so long ago: Will we be able to disable pictures in the new forum, but keep avatar pictures? I spend a lot of time tethered to a cell phone and 90% of the images posted on the forums are uncompressed PNGs, but I know people by their forum avatars.