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Everything posted by Superfluous J
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[1.3.x] SETI, Unmanned before Manned [Patreon]
Superfluous J replied to Yemo's topic in KSP1 Mod Releases
I installed this and most of the recommended mods (and a few of my own personal favorites) and I'm getting an odd thing: When I tell Jeb to go EVA on the launch pad, a Kerbal-shaped part appears named "Unknown Mystery Part" that has 5 eva fuel but is otherwise acts like a spawned part. I can't control it. Also, my focus remains on the pod and the little window says "Bailed Out!" If I use the [ and ] keys to switch to the part that looks like a Kerbal, and then back to the pod, Jeb's still in it. I wonder if this is an interaction between this mod, its dependant mods, and something I"ve installed. I've never seen either of those things ("Bailed Out!" and "Unknown Mystery Part") before so I'm hoping someone has seen this, before I start the laborous process of figuring out which mod is causing it. This is on a fresh install with the following mods all installed at once (These are the directories in my GameData directory): 000_Toolbar AmbientLightAdjustment Contracts Window DefaultThrottle EditorExtensions EnhancedNavBall FreeEVA InFlightWaypoints KerbalEngineer Kerbaltek (Hyperedit) NASAmission NavHud PreciseNode ProceduralParts RCSBuildAid Sane Strategies ScienceAlert SETI SirDargon (Science Containers) Squad Trajectories TriggerTech (Kerbal Alarm Clock and Alternate Resource Panel) TweakableEverything- 2,515 replies
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HMV Plays KSP! New series for 1.2: PreRelease!
Superfluous J replied to Superfluous J's topic in KSP Fan Works
That's Kerbal Engineer Redux. Click the KER icon and you can turn on and off HUD1 and HUD2. HUD2 overlays over my ever-increasing stock toolbar, so I disabled it. -
There's actually a mod for that, though I don't know if it works in 0.90. It's hard to find but I happen to have a link... Navball Texture Export Also in that thread there are multiple alternate navballs, some by me even Though eventually I went back to stock.
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Once one of them grabs on, the asteroid is part of your ship so the others clip through. Unlike docking ports (which will still grab each other if they are *perfectly* lined up) the just simply won't do it. You *can* hook the multiple hab modules to it if they are each a separate ship when they attach. They won't be all perfect and together but they WILL be attached. See that pic in my signature? There are 4 separate claws attaching those to that asteroid.
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I've used FAR. Building planes was never fun, like it was in stock. Building rockets was more fun than stock. Both were harder than stock, but the rocket part was harder in a fun way while planes were harder in a work way. The only reason I'm not using FAR now is because I knew Aero was being redesigned and I wanted to do one more "last hurrah" with the old aero before moving on. But if I *was* using FAR, I'd likely not bother with planes. Which is sad because you (obviously) spend a lot more time experiencing the actual aerodynamic system when flying planes.
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I like the "We have them but they're not space rated yet." This doesn't work for the rung ladders (or most of the structural parts but we can hand wave the structural parts by saying we refused to use them until the tech was good enough to make them lighter) but it does work for plane parts. And as to why you need a rocket first, well they didn't know what Space was like yet
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Stock Aero News from the Squadcast
Superfluous J replied to Alshain's topic in KSP1 Suggestions & Development Discussion
Have you played with FAR installed? I ask because I thought exactly this before I installed it. Then after a while of playing I realized that those first 5 minutes or so of your launch - and the changes you need to make to craft to get through those 5 minutes using a totally different aerodynamic paradigm - follow you throughout the entire mission. -
[1.12.x] Transfer Window Planner v1.8.0.0 (April 11)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
Oooooo pretty. I assume that's just the best dV at any given date, not taking into account time to destination? -
Every time I start a new career I have an endgame in mind. Included in them: A base - probably Kethane (or Karbonite for this current run) and/or Extraplanetary Launchpad setup on every single planet and moon (Except Jool itself). "Apollo Style" mission to every planet and moon, with the caveat that once you've landed somewhere you can never go back (makes getting science interesting). Find all anomalies/easter eggs. So far I've successfully only done the middle one of those. One big problem is I tend to restart when a new build comes out.
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Not really. The day a working 64 bit version appears the modders who (rightfully) shun it currently will just go into their mods, remove the (probably very tiny) amount of code that keeps their mod from working in 64 bit, recompile, and be done with it. And much happier.
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Memory Leak?
Superfluous J replied to SmashBrown's topic in KSP1 Technical Support (PC, modded installs)
I don't think -popupwindow helps memory, but it does allow you to alt-tab away from the game without crashing. And yes, I am also convinced that the current version has a memory leak. It leaks more when you're close to the ground (Kerbin for sure, but I think all worlds cause it) and it leaks more when you have terrain scatter turned on, but there is a definate, persistent leak that will crash ANY game - even a fully stock one - after a while. Modded games just see it more often because they start out using more memory. -
What Resource System to use?
Superfluous J replied to Rosco P. Coltrane's topic in KSP1 Mods Discussions
You do not ever need to use the Karbonite engines (Note: Kethane also has engines that run on Kethane, but they are also not needed). Using Karbonite you can drop a base on Mun (in a rich area preferably) and start drilling Karbonite, and then use the converter to convert it into LF, O, or LFO (It actually has a button for that third one which is such a small thing but I love it). Then come by later with a tanker, fill it up (I like Kerbal Attachment System for that) and lift it to an orbital refueling station or whatever. Essentially it does exactly what you want. So does Kethane (I've used both) but as you said, it appears to be on hiatus while Karbonite is in active development. -
Stock Aero News from the Squadcast
Superfluous J replied to Alshain's topic in KSP1 Suggestions & Development Discussion
I totally agree with you. So I'm going to come out and say it: I like that FAR forces fairings and straight rockets. I don't like the gui in the VAB and I don't like flying planes with FAR installed. I like pulling high-gee turns that would rip apart a plane in FAR and don't like being constantly worried that the simple fact that I'm flying with a keyboard and not being absolutely perfect could spell instant disaster. I also don't want to feel the need to hit F5 every 3 minutes to overcome these problems. I don't mind one bit that FAR removes a grand and change of dV to orbit. I think the tradeoff of not being able to launch rockets shaped like bricks is a perfect compromise. So, I personally want an aerodynamic model that encourages fairings, requires rockets to be aerodynamic, yet still allows planes (and rockets) to get away with less-than-perfect flight paths. In other words, I want something closer to FAR than current stock, but I don't want FAR to be stock. It is a truly amazing piece of work and I've enjoyed it for hours and hours, but I really truly think it goes too... ahem... far. I would of course as always prefer it was still an option. Making things that are unmoddable in this game is a huge mistake IMO. I also would like the tech tree, the buildings, which kerbal has what career to be moddable, though, so... -
Keep navball up by default
Superfluous J replied to Myslius's topic in KSP1 Suggestions & Development Discussion
Simple solution that will make everybody happy: Make the navball halfway up, halfway down. -
[1.1.2][1-1-2] May 13-2016 EnvironmentalVisualEnhancements
Superfluous J replied to rbray89's topic in KSP1 Mod Releases
The city lights map is a simple image file (IIRC it's a TIF file) called (again IIRC) citylights.tif or citylights.png or something like that. Just open it in an editor and add lights. I can't remember if this version of the mod automatically erases city lights that are underwater. It's been a while since I had it installed. But be aware that if it doesn't erase them, you'll have to manually make sure your cities are on land -
Summary of Squadcast 2015/01/12
Superfluous J replied to Superfluous J's topic in KSP1 Suggestions & Development Discussion
Yeah he didn't describe it but in addition to the "wings at many angles" I imagine the plane was roughly spherical. I mean, what crazy person would try to design a plane whose basic shape is a sphere? *looks down* -
[old thread] Trajectories : atmospheric predictions
Superfluous J replied to Youen's topic in KSP1 Mod Releases
Yup. Perfectly normal. Do you know that Mars goes backwards in the sky every once in a while? This is essentially the same thing. -
Does anybody have their own names for certain parts?
Superfluous J replied to GigaG's topic in KSP1 Discussion
I've always hated the name "cubic octagonal strut" because not only is it not a cube or an octagon, it's not even a strut. I call it the "little truss." Most engines I call by a portion of their name "7s", "909", "45". Except the nuke. It's "the nuke" -
One dirty trick: If you can get a contract for making an orbital station around Kerbin, another one around Mun, and a third one landed on Mun, and you can make a single thing that satisfies all contracts (most just need a docking port, antenna, and room for X Kerbals) then you can complete all 3 in the same mission I've never done all 3 but I'm seriously considering not bothering to do one unless I can at LEAST get the contracts to do 2 of them.
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I have a burgeoning series on YouTube that may help you. I have so far covered efficient launching, rendezvous and docking, and am showing how to do satellite contracts of all types now. I do them all in stock with as low tech (and upgrades) as I can possibly do them, with the exception that I always (and always recommend you) upgrade the tracking station and mission control once each to get all the goodies in map mode.
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A more intuitive tech tree
Superfluous J replied to CaptainKipard's topic in KSP1 Suggestions & Development Discussion
SRBs are currently tweakable in the VAB but not in flight. There are 20 or so "types" of SRBs (Thrust-wise. Even more when you consider amount of fuel is also tweakable) available to us in the VAB and changing them does not change those already in space.* I don't see why there can't be some automatic behind the scenes "tweaking" of ISP and TWR of engines, so they get better over time as you climb the tech tree but the ones you already launched are simply tweaked lower. Heck, you could even - in the VAB - allow us to access the tweaking from "worst" to "current tech level" so we can intentionally make the engines worse in those categories. Why? Maybe to save money or weight. *Yeah, SRBs aren't really supposed to make it to space, but let's just pretend for now, okay?