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Superfluous J

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Everything posted by Superfluous J

  1. Do you have RSS installed? Maybe the altitudes are scaling up with your larger planets somehow but not displaying the correct numbers on the screen.
  2. This is very true. It's not like you would ever accidentally do this. You have to go out of your way to abuse it. It's not like infinigliding where you always get a little bit of cheaty benefit from it just by flying a plane. Still, it does allow someone to trick the system so if it can be fixed it should be
  3. Do this: Get into a roughly circular orbit. Note the time to periapsis and the time to apoapsis. Subtract the smaller from the larger and multiply that number by 2. That'll give you your orbital period. If you're too high, burn retrograde a bit. If you're too low, burn prograde a bit. Stop and keep checking those two times. Eventually, their difference will be what you want (2 hours, if you want a 4 hour orbit). Now, this orbit will be pretty elliptical and you want a circular one. So, add the height values for the apoapsis and periapsis and divide that number by 2 to get the average height. THAT is the height you want your circular, 4 hour orbit. Aaaaaand my math-lite, time-heavy approach has been Ninja'd by a math-heavy, time-lite approach
  4. These aren't complaints, they're pet peeves. Very similar but we acknolwedge that most won't share our feelings. The fact that many do share some actually makes them far less "pet" Actually the math to rotate a sphere is pretty simple. It'd add to some of the overhead in the game but there's no reason they can't, as you cross from one SOI to another, apply a rotation to your ship. I don't know enough about unity to know if they can also DISPLAY these rotations in other SOIs. But they could at LEAST rotate where planets are in relation to you. I've never seen it any other way. Though in past versions it was 90 degrees rotated which always annoyed me (It used to be a pet peeve). I'm happy they fixed it.
  5. After the first few launches (where I'm mostly doing the starter contracts to generate the funds to upgrade critical buildings), I find it pretty easy to refuse contracts I don't want to do and instead build up a portfolio of contracts that will allow me to do what I want and generate a hefty profit. Recently I built a Karbonite drilling station on Mun. So I took a contract to build a land station on Mun and attached my Karbonite stuff to that. And there was a "Plant a flag" contract so hey, why not? And on the way I had some part testing stuff in LKO. I'm going up so sure. I'll take your ion engine with me. For that much money I'd be dumb not to. I made like a million bucks setting up that Karbonite base. And now I don't need to spend as much on fuel
  6. You can store multiple asteroid reports in a pod so long as they're from a different biome. Asteroids function a lot like thermometers, except they can't hold their own reading. You have to use an EVA'd Kerbal and that Kerbal holds the report. That report, though, has all the same restrictions and possibilities of any other science experiment, including the ability to hold any number of unique reports of the same type in a pod. Oh, and they're a lot bigger
  7. Do 3 or 4 at a time in a single launch, and until you're more comfortable (or unlock plane parts) I'd suggest totally ignoring in-flight part tests. Test parts on the ground, splashed down, suborbital, or in orbit. Just not flying. Those are HARD. But still do as many as you can in a single mission. Take that decoupler up into orbit while rescuing that Kerbal, and carry the engine all the way down so you can test it splashed down in the ocean.
  8. I've learned quite about about your mod, Karbonite, and Regolith in the past 24 hours. I am seeing a map at least similar to your when I select Karbonite. The problem it appeared was that I had the "Resource" button clicked but no actual resources selected. Once I clicked the Karbonite button, I started seeing concentration maps. So I think I'm good, just have to remember to go one menu deeper whenever things don't look right. Also, you have all resource cutoffs at 0%. I can't do that. In my game, at least one value must be 1% or higher. I highlight the "1" in Karbonite and type "0" and nothing happens. If I instead type "2" it changes to 2% cutoff. If I change another value from 0 to 1, I can chagne that value back to 0 but the original value I cannot change back. Ever seen that one before? And before you think I'm picking apart your mod, I'll tell you I nailed a landing in a relatively abundant area on Mun with ease today, and it was quite fun to use the overlay in both the planning and execution phases of the landing. So thanks!
  9. As I say in my video, the ship I make (and the much smaller ship that Spheniscine made that requires you having unlocked the 48-7S) can complete ANY contract in Kerbin's SOI, Mun's SOI, or Minmus' SOI. The small difference in dV required, coupled with the graininess of the parts available, means you'll usually either have too much or too little fuel for your task assuming you fill your tanks full before launch. So, I built my ship with enough dV to do the most dV-intensive contracts and found that you don't really waste that much just using the same one for the low-dV contracts.
  10. You, sir, have officially changed someone's mind on the Internet. Congratulations. I didn't think of the fact that deleting the stations would completely erase all incentive to do anything more than cause people to stick a bunch of lander cans, a docking port, a single OX-STAT, and a communitron together and dump it in Munar orbit. That's no fun. Well they already mark the active vessel with a time stamp, right? Why not put that time stamp on every pod and capsule as well? Or instead. When doing the contract, it doesn't check the SHIP. It checks all the ship's parts that can be controlled from. If ANY of those were created BEFORE the contract was accepted, that probe doesn't count.
  11. In short, yes. In long, with the COM marker it's trivially easy to set up parachutes to land a huge part sideways. And yes, I can comfortably say that 40 chutes is enough to land whatever I can possibly test. And with 97+% returns, only one of those chutes gets lost in the ocean. No, it's not difficult, so it is true you correctly used the word "easy." However, I'd still rather toss one in the sea on an SRB and then get back to what I was really doing.
  12. I support the concept of simply erasing the station once you've completed the contract. "Company XYZ has taken control of the station. You have no further need to track it." Left guys on there? No problem. "X Kerman, Y Kerman, and Z Kerman were returned to the KSC by Company XYZ with thanks, upon successful delivery of the station."
  13. I've just posted the first of what will be at least a 4-video series. In the first video I show you a $6,800 satellite that can complete any Kerbin, Mun, or Minmus satellite contract. I then show you how to use that rocket to complete a simple equatorial orbit without paying attention to any of the numbers on the screen. In video 2 I'll be doing a tougher Kerbin orbit (Either a Kolniya orbit or one that goes mostly backwards, or at least one that's crazy tilted), and videos 3 and 4 will detail Mun and Minmus encounters even though they're very similar.
  14. SCENARIO { name = RegolithScenario scene = 5, 7, 6 RegolithGameSettings { GameSeed = 2045543039 } } Note I'm not using ScanSat. I DID have it installed but never launched anything with a ScanSat device on it. I then uninstalled it and just looked at the map now. The scanning I was talking about was using the Karbonite scanner (I don't know the name, it's the one that has the little rotating thing on the top that traces a figure-8 pattern).
  15. That is very possible. I think the last time I flew anywhere on Kerbin that wasn't within sight of KSC was well over a year ago. It's just more important it gets fixed now because of all those survey contracts.
  16. I always disliked vertical snap before because it forced one single snap point and not multiple ones. I'd rather "fiddle" and get it the way I want than to have it snap somewhere and I'd have to live with it. I've not yet had the problem where gizmos don't snap correctly. Usually I just have to turn them on and just grab the vertical arrow of each part to get them to snap to the correct location. This (for the above reason) is far preferable to me to a forced snap to the very center. Of course, I have no problem with it being implemented for those who want it.
  17. I don't love or hate it, but I do wish there was a mod that would automatically take it out of all pods on launch unless the ship had at least one monoprop-using thruster.
  18. That's fine. I guess we'll keep "biome" then Also, you could use the 2nd definition on the only dictionary that matters*, "The natural world, as a whole or in a particular geographical area, especially as affected by human activity." Unless you object to the use of the word "human" because no Humans have ever visited Mun. *I don't actually think this
  19. Overheating or breaking is not the issue. It's that anything less than perfect (which KSP makes difficult though some mods help) alignment with the asteroid's COM will cause divergence, either of the craft from prograde, or of the asteroid from centered. This gets progressively worse as the asteroids get bigger, your burn times get longer, and/or your TWR goes up. Also, time warping is right out. I can push an E-type asteroid around for small things. Securing a Kerbin orbit. Intersecting Mun, maybe, to alter the orbit to more equatorial. Things like that. More than that - in my experience - is painfully impractical.
  20. I'd do what I suggested in the KER thread: Pilots are required for things that relate to orbits. Ap. Pe. Time to those. Engineers are required for things that relate to the ship. Dv, mostly. Scientists are required for things that relate to observations. Biome. Time to impact. Etc. Higher levels get more readouts. Level 0 gets nothing, 5 gets the best stuff. There would also be 5 very expensive chips that give level 1-5 readouts. Ridiculously expensive so bringing a Kerbal is always a better option.
  21. I prefer the less restrictive definition up on Dictionary.com: "the aggregate of surrounding things, conditions, or influences."
  22. Pushing a class E asteroid is a recipe for disaster. Doing so with 4 nukes is a recipe for disaster 15 minutes into the burn.
  23. You also can't rotate it to match, because the arrows aren't exactly 90 degrees from each other.
  24. Not as much as you waste by shooting your plume directly into the asteroid... Though for sure, I'd have instead put them on trusses or girders so they could aim directly backwards.
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