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Everything posted by Superfluous J
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Launching the ship into space using its own fuel to do so is massively cheaper than otherwise. Before I started using Extraplanetary Launchpads, I had set up a Kethane base on Minmus and found that the old adage "Once you're in orbit, you're halfway to anywhere" is very VERY true. All you need to do is build a ship that can get into orbit, and then ferry down all the fuel from your base on Minmus to that ship, fill it up, and then that ship can get anywhere. Easier (though more wasteful but now that Karbonite has unlimited supplies of fuel at any drilling station wasteful is not an issue) is to make the ship a little bigger at launch time and make it so it can arrive at Minmus with dry tanks. Then fill it up there, and from there burn down to a low Kerbin periapsis at the correct time and use the Oberth effect to launch out to your destination. And as a bonus, you will feel like a BadS for nailing that maneuver. With EPLP installed, things go from cheaper to free, as you can just build the ship on Minmus (or in Orbit) and fly off from there. The only thing you need to launch from Kerbin then is the astronauts, and all they need is enough dV to get from the launchpad to Minmus orbit.
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In an ironic twist, they're removing "docking mode" and replacing it with "alternate controls" in 1.0. I believe the default "alternate controls" will match those of docking mode, and even if it doesn't they've specifically said you can set what key does what in all situations. But just be aware that it'll change next version.
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For me, the only difference that mattered was that the one I bought had free shipping with Prime
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Don't run the launcher. Run the ksp.exe in the same folder. More info: Right-click the shortcut you normally run the launcher from and check the Properties. "Start in" will tell you the directory you need. Open explorer, and put that directory into the bar, and find ksp.exe. You can just double click that to start it. Better yet, right click it and drag it to your desktop and select "create shortcut here" so you can launch it every time. If you want something special like "fake fullscreen" or OpenGL mode you need to know the switch. Fake Fullscreen is one of my favorites so I know it by heart. You can add those to the shortcut with: Right click that shortcut and check it's properties. In the 'Target' box, where it has "bla bla bla\ksp.exe' just add -popupwindow to the end. And turn off "Fullscreen" in the actual game.
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Because of this post (and a ton of research), I just bought the 2255 from the same company, from the US Amazon site
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For me it was probably when the Hell Kraken exploded a ship and crashed the game, and when I reloaded the game 2 parts were landed on the sun.
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Convert Random Letters to a Sentence!
Superfluous J replied to michaelsteele3's topic in Forum Games!
Every REAL rabbit eats SOME donuts. fovrems -
You can quickly determine your velocity at any point in your orbit in-game by dropping a maneuver node and pulling the retrograde marker until your predicted path is falling directly into the thing your're orbiting. However much dV that maneuver node takes, is how fast you were going. I hate calculating anything
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[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
Regarding KerbalStats, I keep forgetting to install it Regarding easter eggs, I am super dense so there's almost no chance I'll see either one. I don't think I'd know about the abandoned runway or KSC monolith if I hadn't seen them on YouTube. -
Here's a pic of the ship that made it to Duna but couldn't get back. All it needed was 2-3 more tanks because it can get home with the 5 parts on top with fuel to spare. And here's one version of what I can't get to orbit. Essentially the same ship with 3 more fuel tanks on the penultimate stage. Important note: some of those SRBs are ONLY there as decouplers. They have the least amount of fuel in them to fire long enough that the SRB (or LFO engine) above them causes them to explode. Other important note: The fuel in the top 2 tanks is DISABLED as there are no starting parts that block fuel flow. That's how I got the first ship to Duna: I burned out all my fuel without realizing it. I'm at the point where their sheer weight is causing me to have to add more thrust and fuel, which makes the ship less controllable
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I'd like this. Also what you can see is pixelated to a level based on how close you've ever been to the planet. So Kerbin, Mun's near side, and all of Minmus you can see. Duna is super pixelated (Like, 6 pixels worth, just 4 reds and 2 whites). Eve is solid purple, Jool is just green and the moons are a single pixel of their primary color.
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Why des adding "K" to a word make it Kerbal?
Superfluous J replied to FishInferno's topic in KSP1 Discussion
I thought they were everybody's favorite food -
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
Stupid work making me work. This was actually the biggest problem, you handed me a bazooka and said "See this button, here? This is a button." I didn't read the warning as a warning, just as flavor text. So I pushed the button Totally understand that one. I spend a lot of my life tired (I went to bed 5 hours ago) Just to be clear, this is easy for you to do in code, or easy to do in the mod already? I didn't see an option in any screen I had to really sink my teeth into it first and I just got to that point Just knowing this stuff will make future endeavors easier for sure, but as I have problems I will for sure complain report here -
[KSP v1.1.3] Stock Bug Fix Modules (Release v1.1.3b.1 - 10 Jul 16)
Superfluous J replied to Claw's topic in KSP1 Mod Releases
That's crazy. CKAN is specifically designed to not bother modders in any way. It appears IT is causing problems with THIS, not the other way around. -
[1.12] Extraplanetary Launchpads v6.99.3
Superfluous J replied to taniwha's topic in KSP1 Mod Releases
I can accept that. Is it true that survey stakes go with every pad? Could I request several enhancements, to make this less confusing for new people who will likely do what I did? Drop the "pad 0" and "pad 1" naming scheme and use the ship name. This way I'll instantly know if I'm not selecting the correct pad. If a ship has 2 pads it should be "Ship Name 0 and "Ship Name 1". Highlight the selected pad in the game. This will further help. If a pad has no actual launch pad on it, there should be a warning before you start to build. It doesn't have to be a popup, just a "This pad cannot finalize a build! You'll need to use survey stakes for that" somewhere. Say, where it would say "where should I put it, Boss?" If you're finalizing at a "pad" that has no viable building sites, finalizing should simply not be an option. The gui should tell you that there are no actual building sites here and that you'll need to deploy stakes to place the item. Finally, in case I *still* screw it up I should still be able to cancel the build (Like I could while it was building) so at LEAST I can get the parts back and start the build anew at the correct pad. It all comes down to having information, really. I thought it was a bug because there was no real information about what I was doing, how I was doing it, why I did it wrong, and how to correct it, either after the fact or next time. Had I not posted here I'd have just assumed it was broken. -
I am simply not able to let this lie. With some more fiddling I *think* I have a rocket that can get to Duna, land, and return, using all tech-0 parts and coming in at... 60 parts and 111.3 tons. It's a mere 3.9 meters by 4.3 meters wide, but a very tall 46.1 meters on the launch pad. The 5 parts that land on Duna are a mere 4.4 tons. EDIT: I was overoptimistic. The ship has the dV but I don't have the ability to fly it
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Yikes! 420 parts is a whole lotta ship. I want to try it now, though I hate explosive decoupling. I did do a "Minmus and back" trip with Tier-1 parts (for the decoupler) in somewhere around 50 parts (probably would have been 90 if I'd used the smaller tier-0 fuel tanks and who knows what explosive decoupling would have added). Looking at the ship now I think I could do a lot better, and try Duna as well But it'd be Tier 1, not Tier 0. UPDATE: Well I can get *to* Duna with *only* 71 tier-0 parts. Took quite a few tries to get this guy into orbit. I don't think I'll try to make the ship that can get back. I just can't do the iterative testing that is required to try over and over and over and over. Tier 1 with decouplers? Sure. Tier 0? No thanks. So hat off to you, 420 parts beats my not doing it
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I can't see your pic* but I'm curious, is the ship under 30 parts and 18 tons? Also, how did you repack the chutes with an inexperienced (and I presume a pilot) Kerbal? Very cool that you found a way to do this. I love these "Do the most with the least" sorts of things. *I selectively filter out javascript so I don't get tons of bandwidth-throttling ads. Tinypic has THIRTY sites that want to run javascript and I couldn't figure out which of them would show me the pic and which would just chew my limited bandwidth to smithereens.
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I pay for Netflix and Amazon Prime, though Amazon Prime is more for shipping than anything else. I watch some stuff on it, sure, but primarily I watch Netflix. I won't pay for Hulu. If I wanted to pay AND see commercials I would still pay for cable TV. However I do watch several new shows (Gotham, SHIELD, and Agent Carter if you're curious) on the free Hulu and don't mind the commercials because it's free.
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[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
Superfluous J replied to FW Industries's topic in KSP1 Mod Releases
The new method is clunky but in what way does it not work? I've never had it fail to set the root part so long as I did what the screen prompted. (I still sometimes ctrl-shift click, and get sad when it doesn't work) -
Not quite. All they need to do is launch from Kerbin, pass through Mun's SOI, exit Kerbin's SOI (so you're in Sun's SOI) and come right back in, land on Minmus and plant a flag, and return to Kerbin (in any order, though I suggest doing it in that order or at least start with a launch and end with a landing on Kerbin ). Source: My game. I've got 30 3-star guys from three 10-Kerbal training cruises.