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Everything posted by Superfluous J
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I have a modman config that adds mulch to the converter. That way, ground bases are self sustaining but nothing else is (without deliveries). It makes for a nice balance, I think. I don't know a good balance and haven't tested this, as I've not yet set up a functional permanent ground base yet. Just paste this into a config file somewhere in your gamedata folder. @PART[ISRU] { MODULE { name = ModuleResourceConverter ConverterName = Mulch StartActionName = Start ISRU [Mulch] StopActionName = Stop ISRU [Mulch] AutoShutdown = true GeneratesHeat = true UseSpecializationBonus = true TemperatureModifier = 500 SpecialistHeatFactor = 0.2 SpecialistEfficiencyFactor = 0.25 SpecialistShutoffTemp = 0.40 DefaultShutoffTemp = 0.25 Specialty = Engineer EfficiencyBonus = 1.0 INPUT_RESOURCE { ResourceName = Ore Ratio = 0.5 FlowMode = STAGE_PRIORITY_FLOW } INPUT_RESOURCE { ResourceName = ElectricCharge Ratio = 30 } OUTPUT_RESOURCE { ResourceName = Mulch Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } EDIT: Haha I totally missed an entire page, that included a config almost exactly like mine
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While I agree that they botched it, I don't think any long-distance rule (where travel time is on the matter of days or weeks instead of hours) will ever be successful long term. And ruling Mars from Earth will be cheap in comparison? What will happen is the colonies will stay under Earth rule until they get big enough to support themselves. Then there will be a transition period. Then they will rule themselves. That transition period can be planned or unplanned, peaceful or bloody, but it WILL happen. It is inevitable.
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How do I figure out how much lift I need?
Superfluous J replied to guitarxe's topic in KSP1 Gameplay Questions and Tutorials
Pre-1.0, each wing's lift rating was (roughly) how many tons it could lift. A good rule of thumb was for a 10-ton craft, you wanted 10 lift points. I've only built a few planes since but it seems to hold fairly well still, and may even be too much. Note: This is all for Kerbin of course. -
So if ore concentration in the area is 6%, you can expect an automated drill to get .003 ore/second? And you can expect a 5-star engineer to raise that to .075 ore/second? That would actually explain why my drill was pulling so little out of the ground even though I thought the area should have decent concentrations.
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What top 10 (or less) mods couldn't you do without?
Superfluous J replied to Mulbin's topic in KSP1 Mods Discussions
Have you tried the Transfer Window Planner? It's not a must-have (as I can live without it) but it's amazingly awesome. -
Cargo bay is obvious. I've successfully grabbed a ship with landing legs back before the Claw was a thing, but never successfully brought the thing down (it was always debris I just wanted to deorbit, or a ship I was rescuing that had parachutes on it already) You could KAS/KIS slap some fuel and rockets to it. And a parachute. That's probably a good idea
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I just built a ship based on your description and it re-entered normally. It kept accelerating to about 50km, then started slowing down. At about 38km it got reentry flames and at 27km the 2 of the 4 batteries exploded (no bigs). At about 16km the flames abated and I was going less than 1000m/s so I hit the chutes and landed normally. I don't think I can help you wihtout an actual picture or craft file. No amount of describing will allow me to exactly replicate your craft
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For those asking for clarification, I think the idea is it's based on your opinion. Best: (roughly in reverse order of when I played them) Saints Row 2, 3, and 4. FTL. Just Cause 2. Mass Effect 1 and 2 (and 3 up to the end). Counterstrike (back when it was a mod). Tony Hawk 3. Mario Kart 64. GTA Vice City. MTG: Duels of the Planeswalkers (the first one). Road Rash. Stars!. The Lost Vikings. Doom 2. Elite. Lode Runner. Adventure. Worst: (also roughly in reverse order) Windward. Borderlands. Crackdown 2. Oblivion. Phantasmagoria. Atari 2600 Superman.
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What Goals Do You Make for Yourself?
Superfluous J replied to TheOfficialStorm's topic in KSP1 Discussion
Personally, I start a new career with each new version (though now that 1.0's out that may change) and at the start, I decide on a new set of mods and a new set of goals. Bases on every planet and moon. An "Apollo" style mission to each planet and moon. Stable Life Supported colonies somewhere. Things like that. Sometimes I try the same thing with different mods. -
What top 10 (or less) mods couldn't you do without?
Superfluous J replied to Mulbin's topic in KSP1 Mods Discussions
There are 0 mods I literally won't play without. However in order of decreasing desire: DisableTempGauges (A critical bugfix for 1.0.x so far. Hopefully it'll not be needed soon.) Stock Bug Fix Modules (A must install even for those who don't mod their games) Ambient Light Adjustment (Needed so my YouTube videos aren't swaths of black) DefaultThrottle (Without this mod, my rockets won't launch because 100% is the only correct setting) Toolbar (Goes without saying) Kerbal Engineer Redux (I won't leave LKO without this mod. Kerbal Alarm Clock (I won't go interplanetary without this mod) PreciseNode (I won't go interplanetary without this mod either) Enhanced Navball (I love being able to offset the navball and make it larger) TweakableEverything (Docking ports in staging puts this in the top 10, and then there's all the other stuff) Edit: I forgot Modulemanager. It's at least as important as the Toolbar mod. Which I realized is more important than the Ambient Light Adjustment mod as that won't work without the Toolbar. This is hard. Can it be a top 20? -
Note that without something like HyperEdit (Or editing the save file directly) nothing will keep your satellites from wandering eventually. It's impossible to get the orbits exact. They may be good for years, but not forever. I vaguely recall a mod out there that would do it. I think IIRC that if you got a satellite within 1% of the orbit you wanted, it would allow you to snap it to that orbit to keep it there forever.
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Now if only you could spend that much money and have such a station appear in orbit for you.
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Do you have a screenshot that makes you laugh every time?
Superfluous J replied to Randazzo's topic in KSP1 Discussion
I don't know about laughing, but this one gives me a smile at least every time it comes up in my desktop background randomizer. -
I KNEW that SOMEONE had to read those things.
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Wow a lotta hate here. Can't wait to buy all of your games when they come out, they're gonna look and play amazing I bet. I really enjoyed both Fallout 3 and New Vegas through multiple playthroughs. I still have "I Don't Want To Set The World On Fire" on my MP3 player (hint: Even though it sounds like it was written for the game and is so stupidly cheesy that it couldn't possibly be a real song, it actually is and is in the public domain) and get a smile every time it comes on. This and Just Cause 3 have me excited for new games again, something I haven't been in a few years. I think the last new game I was actually excited for was Saint's Row IV. It's surely the last one I bought on release day.
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A fun diversion / for Kerbals and humans too / KSP haikus
Superfluous J replied to SkyRender's topic in KSP Fan Works
Rocket flips at launch. Just one flip though, so we're good. Launching with style. -
[old thread] Trajectories : atmospheric predictions
Superfluous J replied to Youen's topic in KSP1 Mod Releases
If someone else is maintaining the mod, they should start a new thread. Not having control of a thread is bad for a modder. Good to know it works now. I (like I suspect many) assumed the title was correct. -
The contract doesn't specify that you can't have oxidizer there. I'd get the fuel from Minmus, myself, and then after completing the contract use the station to refuel my grand tour ship
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This sounds cool. Watch out for copyright violations though. You can't use any of the art assets in the game.
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Mobile Processing Lab?
Superfluous J replied to Joonatan1998's topic in KSP1 Suggestions & Development Discussion
I have no idea if that was intentional or not but I found it quite funny. -
There is a major flaw in this logic. To send one Kerbal to Eeloo, you can use any command pod in the game. If you want the Mk1 to only work to send a Kerbal up to LKO and back, then that needs to be coded into the game somehow. I personally don't want that. I'd rather have logically massed/sized/priced command pods that all make sense when weighed against each other within the confines of the game.