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Everything posted by Superfluous J
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Superfluous J replied to nightingale's topic in KSP1 Mod Releases
When I get that far I'll surely let you know, though it may be a bit. I didn't install it yet, I wanted to make sure I got a set of stock tourism contracts in first. As soon as I get those, I'll be installing your pack. Probably during or after episode 2.- 5,225 replies
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YES it does. I noticed this but the promptly forgot.
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What's with capitalizing the YOU in the titles of these posts? I'll never get that. Kids today. Anyway, I listen to myself talk, if I'm recording. Music would just get in the way. If I'm just playing I usually just listen to all my music on shuffle.
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Superfluous J replied to nightingale's topic in KSP1 Mod Releases
Thanks on both counts, especially for updating the anomaly surveyor. I can start recording now- 5,225 replies
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On pods flipping during re-entry
Superfluous J replied to Dizzle's topic in KSP1 Technical Support (PC, unmodded installs)
It's been announced that it will be corrected in the hotfix. Until then, use the modulemanager config (not mine, just reposting it here for visibility: @PART[HeatShield*] { @PhysicsSignificance = 0 } -
How DARE you play instead of modding! No really that's cool. Do yo thang, we all need to experience the game. If it works it works.
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Tourist can't deploy chute?
Superfluous J replied to AgincourtDB's topic in KSP1 Gameplay Questions and Tutorials
It works. I do it all the time. I like the pressure set to .25 (Opens at about 8km). I wish there was a way to tweak it to be the default. Edit. Duh. It's in the config file. Time for some editing. -
Orbit related questions 1.0
Superfluous J replied to Veldez's topic in KSP1 Gameplay Questions and Tutorials
I've had a lot of luck with this method: Turn 5 degrees in the first 500 meters. Starting at 2000 meters, every 1000 meters turn another 5 degrees (So at 2000m turn to 80 degrees. 3000m 75 degrees). Every even amount, you should be on a degree tick divisible by ten), until you get to 45 degrees at 9000 meters. At this point, switch to map mode (or better use KER) to find your apoapsis. Hold 45 degrees until your apoapsis is at 20km, then go down to 40. Hold there until your apoapsis is at 30km, go to 30. 40km apoapsis goes to 20, and at 50 crank it to the horizon. If during this ascent your prograde marker falls very far down from where you're pointing, add boosters. If it's very far above you, remove boosters (or at least throttle down). -
Am I the only "Glass half full" guy around here?
Superfluous J replied to MrZayas1's topic in KSP1 Discussion
Funny. I put myself so far forward because I never "Hating troll" anything. -
There's a definite canyon right around the 90-cost tier, where if you're good at the game and want to go to Mun and Minmus with more than one person you simply don't have the tools, even though you have the talent. I guess I'll do the same one-person, no-science mission I always do. And yeah with the growing emphasis on planes the need for a ladder is even higher. Though at least now you can (probably, haven't tried it) make a clamberable plane. Frankly I'm a bit surprised that 2 whole days from release nobody's put out a tech tree modman config that moves stuff around a bit.
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Came here to say this, found this instead, decided to second it
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Superfluous J replied to nightingale's topic in KSP1 Mod Releases
Thanks for updating this so quickly. It's a centerpiece of my new series I know you're swamped, but do you know at least roughly the impact of running non-updated contracts? Will a lot of them just not work, or will most just work normally, or something else? Also, as they update could we get a new column in the first page stating which version (ksp .90 vs ksp 1.0 is fine) each contract pack is for?)- 5,225 replies
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[1.10.1+] Contract Configurator [v1.30.5] [2020-10-05]
Superfluous J replied to nightingale's topic in KSP1 Mod Releases
With a pre-release out and being updated, and an active programmer posting in this thread about things to add to the mod? No. I'd say there's no chance of ever seeing an update for 1.0.- 5,225 replies
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What's the first thing you got into orbit in 1.0?
Superfluous J replied to a topic in KSP1 Discussion
The 1.0 version of "the pencil" ship I made to reach orbit cheaply. It's just every SRB in a stack, with a small LFO engine at the top to finish it off. It's the ship that I totally failed to kill Jeb OR Val with. -
Why not? The tree seems to be fully defined in the config, and each part has its tech tree node defined in its own file. Does changing any of this via modulemanager config not change it in game? (note, I haven't tried it. I was going to but then I played)
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He is the single most popular YouTuber and ... I don't know, really. It'll probably get KSP some sales and may increase forum traffic. If those make you happy or sad then you may care about them.
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Open up the persistent.sfs file in a text editor. Search for "name = ResearchAndDevelopment" Just under that you'll see "sci = 61.98388" (the number will be different for you) Change that number to something big. Save, exit, and reload your game. [EDIT] 6. Get ninja'd.
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I'm playing both Sandbox and Career. Sandbox I'm doing so I can test the new aero, mostly. Career is to actually play. I've been playing both about the same amount though. I'm enjoying sandbox a lot and career for the most part. I find the tech tree to be poorly ordered (again) and money balancing needs another (three) pass(es) to be good. Right now astronauts and buildings cost so much more than rockets (which is the main thrust of the game) you don't really need to worry that much about how your rockets cost. But in short, I'd say "both, and enjoying them" if it was an option. I don't really play science mode. I don't see the need. I would still suggest it for any new players, though. I think it's a good way for them to teach themselves without being overwhelmed with parts. It'd be even better if the tech tree had a coherent order to it.
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Below are some modulemanager confgs I wrote. Some aren't useful any more, but the top few still are, and the top one is one of my favor Docking Port 45 DOWNLOAD: DockingPort45.cfg (You may need to right click and "save as") This very simple config turns on angle lock on ALL docking ports (should work on modded ones as well, so long as they have a ModuleDockingPort module that handles docking) and forces them to lock at 45 degree angles. You can modify this yourself to force other angles (I suspect 30 and 15 to be popular, but I personally only care about 90 degree angles, and figured 45 degree could come in handy). @PART[*]:HAS[@MODULE[ModuleDockingNode]] { @MODULE[ModuleDockingNode] { captureMinRollDot = 0.999 snapRotation = true snapOffset = 45 } } Jack Of Many Trades DOWNLOAD: JOMT.cfg (You may need to right click and "save as") This very simple config does two things: It gives all 3 Kerbal types the ability to do what Engineers do. Engineers are still the most useful Kerbals (especially if you use any of the many popular mods that restrict their functionality to Engineers) and frankly I don't want to worry about it. It gives Engineers the ability to Pilot. Because it's annoying - especially early in the game - to only use Jeb and Val for every single mission ever. Or if you want to think of it this way, Engineers and Pilots are now interchangeable, and Scientists can also do what Engineers do. @EXPERIENCE_TRAIT[Pilot] { EFFECT { name = RepairSkill } } @EXPERIENCE_TRAIT[Engineer] { EFFECT { name = AutopilotSkill } } @EXPERIENCE_TRAIT[Scientist] { EFFECT { name = RepairSkill } } ISRU ABLATOR DOWNLOAD: isru_ablator.cfg (You may need to right click and "save as") This very simple config adds a button to the to the ISRU converter to generate Ablator. It will refill your heat shields so you can reuse them on long journeys. It's at LEAST as realistic as converting the same ore into 3 different fuels. @PART[ISRU] { MODULE { name = ModuleResourceConverter ConverterName = Ablator StartActionName = Start ISRU [Ablator] StopActionName = Stop ISRU [Ablator] 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 = Ablator Ratio = 1 DumpExcess = false FlowMode = STAGE_PRIORITY_FLOW } } } ISRU MULCH DOWNLOAD: isru_mulch.cfg (You may need to right click and "save as") This very simple config does the exact thing the Ablator Converter does, but for Mulch. @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 } } } DEPRECIATED MODS: Heatshield Decoupler - Adds a decoupler to heatshields KSP version 1.1 added a "Jettison Heat Shield" option so this is no longer necessary. Chute25/250 - Tweaks parachute deployment This mod was specifically to overcome the cheaty parachutes in 1.0. In 1.0.4, you need to control chute deployment far more, so this mod is not useful anymore. FairingTweaks - Lowers the mass of fairing bases to equal the masses of similarly-sized decouplers In 1.0.4, Squad cut the fairing masses to be even lower than I did. So this mod is not only unnecessary, it actually makes them HEAVIER. INSTALLATION: Just put the config you want anywhere in your GameData folder, or any folders off of it. I personally like to make a folder named 00_configs and put all my modulemanager configs in there to be tidy. REQUIREMENTS: All of these configs require Modulemanager LICENSE: All of these configs are licensed Creative Commons 0. In short, I waive all rights. If you like them, though, be nice and let me know (Sorry for the formatting. This WYSIWYG editor is garbage and I refuse to deal with it. Also, I cannot get rid of these 3 code boxes below. Hooray for progress, right?)
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On pods flipping during re-entry
Superfluous J replied to Dizzle's topic in KSP1 Technical Support (PC, unmodded installs)
If the Twitch streamers this weekend were any indication, it's possible that nobody actually make it so far through the game as to need to re-enter the atmosphere. -
As the fairings themselves are massless, can't you start your base much lower in your stack, and just make the fairing go up tight to the side? That way, you can drop the base with one of your lower ascent stages instead of carrying it all the way to Duna. And I'm sorry, but I just have to put this here. The mass is all about the base, no fairings.