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KSP2 Release Notes
Everything posted by Superfluous J
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1.0 by far, but up to now I'd have probably said 23.5
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How harsh is reentry heating?
Superfluous J replied to kiwiak's topic in KSP1 Gameplay Questions and Tutorials
From a roughly 75x75 orbit, lowering the periapsis to 13km and coming in with just a capsule and a parachute I've never had a problem. In fact, the spent stage makes it down with me. I'm pretty sure you need a heat shield for a Mun return but I'm to afraid to try without -
It fits the data from this one video. The first 2 were before upgrading, and the 3rd was my first space mission so I upgraded the complex to be able to EVA. I take it you weren't alerting for "flying at Kerbin" because it's impossible to eva while the craft is flying? One suggestion: When you fix it, fix it so it checks if you're EVA or not, not if you *can* go EVA. Because I've done EVA reports with rescue kerbals before so I could get the science without spending the money on the complex.
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Nope. This is the first ship in a new save. And every ship after. I've got video of it; I'll be posting episode 1 of my new series in a few hours (I get off work at 7, and it may take an hour to upload so hopefully 8:30 or so). It occurs in the video just after 2 minutes in, like I said in the very first thing ever to go on the launchpad. I click crew report. (and get one), click EVA report (and Val gets out of the pod) and the EVA button goes away. I right click, take an EVA report, and get the credit for it. I've loaded the save a few times since then sadly so I don't know if I've still got the log. But I'm sure I can recreate it. I don't think it has ever worked for me. EDIT: Same first flight, 2 minutes later at just 4 minutes into the video, it happened again. EDIT2: Later in the video at 23:45, it works fine. I land, get an EVA button, click it, get out on the ladder, the button is still there, I click it, and get "flying" EVA science. So whatever it is is transitory. And I take back what I said about it never working for me
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Yeah just create a file anywhere in Gamedata, name it anything with .cfg at the end, and put that text in it. Also, you need modulemanager installed.
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Whackjob KSP Youtube series? Gauging interest.
Superfluous J replied to Whackjob's topic in KSP Fan Works
Uh oh I think we officially have a new series here. -
What if: Hammer and sickle on the Moon
Superfluous J replied to FlyingPete's topic in Science & Spaceflight
The only thing different would be that it'd be Russia who hadn't returned to the Moon in about 40 years. -
I seem to be having little problem doing both. I've said my piece elsewhere so I won't rehash it all now.
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When a pod is on the ground and you have both "flying" and "on the ground" EVA reports to do, the EVA button shows up. If you click it so your Kerbal goes EVA and hangs on the ladder, the EVA button goes away even though there is a valid EVA report to do "flying." You can right click your Kerbal and take the report and get the science for it. This was also in the previous version, but I may have forgotten to report it :oops:
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Aero Arrows is easier to understand but I love the name you gave the folder. And you're welcome, thanks for using it
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Career SAS glitch.
Superfluous J replied to areutheman's topic in KSP1 Gameplay Questions and Tutorials
Only pilots can use SAS, until you get probe cores that say they have it in their description. That's something new with the game. Really it should say "no pilots" not "no crew." -
Is Science Mode with Kerbal XP Possible
Superfluous J replied to Tewkes's topic in KSP1 Gameplay Questions and Tutorials
It's a bit kludgey, but you hack the save game and give yourself a billion funds. If you somehow manage to spend it all, just hack it back in. It's not that hard. Open your persistent.sfs and look for this text: SCENARIO { name = Funding scene = 7, 8, 5, 6 funds = 898328.386742344 } Just change that funds number to 10000000000000 or something. -
If Thermal Helper is super easy, what about Aero-Arrows? Could we get a similar button to toggle those on and off? And whether or not it's easy, it's much appreciated.
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I am of 2 minds. First, while I've been very critical of the result, I hope I've never implied that any person or group is to blame. If I did I wholly, sincerely apologize. Second, the result is what it is. Bugs that would be fine in Alpha and Beta are in a full release due to several decisions that I don't agree with. Whatever caused them, they exist and they should have been found. Flying a surfboard out of a cargo bay is an edge case. Removing a vessel with an engine from a cargo bay is not. If it wasn't found then not enough testing was done. If it was found but not reported then the testers were not instructed well enough. If it was found, reported, and not fixed then the developers either misprioritized or ran out of time. If they ran out of time, then the schedule was too strict. I don't know what happened or why. And as a user I don't care. I can avoid cargo bays and interstage fairings for now and know how to use Module Manager to fix heat shields. I'm not worried about me. I'm worried at the (based on a graph of popularity of the game on Steam) ~5x the number of people than average who are playing the game for the first time or for the first time in a while coming back from Mun in a pod that looks perfectly fine (and is), only to have it inexplicably flip over and explode like no pod ever would. That player won't come here and complain. They won't know about the QA process and the time crunch and whatnot. They'll know "the game sucks" and bemoan buying it. And they'll tell their friends not to buy it either. That's why I sound harsh. Because the reality of the situation IS harsh. (but still I'm sorry to any volunteer who felt I was attacking them. I had the opportunity to sign up and I passed it by because I feared I wouldn't have the time)
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How to scan for resources
Superfluous J replied to Windspren's topic in KSP1 Gameplay Questions and Tutorials
When you say "the scanning part" do you mean the big clamshell scanner? Did you activate it? In map mode, you have to click one of the icons on the right to see resources, and then click "ore." -
I really like the way the HeatWarning mod does it, minus the alarm which I'm going to tone down a (Luckily it's just an ogg file so you can replace it with anything). When you get up to a certain percentage the alarm goes off, and all affected parts get a little popup that shows how close they are to asploding. If you don't care, you can just click the toolbar icon and shut it up.
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Modulemanager has been updated to correctly change the tech tree, making this all the more possible.
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You are going too fast, aren't making aerodynamic rockets, are turning too sharply, don't have tailfins, or some combination of these. The old "crank it over to 45 degrees at 10km" rule is dead. Never ever do it again. Instead, turn slowly right from the get go with the goal of being at about 45 degrees when you're 10km up.