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Everything posted by Superfluous J
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Changing Kerbal Roles
Superfluous J replied to SelectHalfling0's topic in KSP1 Gameplay Questions and Tutorials
100% agreed. Squad seems to like making stuff like this hard to modify, though. Seriously we already have stats IN THE GAME. They're currently called Stupidity and Courage. Why not add one to that existing framework that takes a string? Or an integer. Or a frickin' Char if you're so concerned about memory. -
I haven't scanned a thing yet and the overlay has some black (or lime green if color is on) speckles on Minmus, no matter what I put in the percentages for any item. In another save, where I've done some scanning just to test, putting numbers into Karbonite shows concentrations with a floor of whatever percentage I put. What are those black specks in my non-scanned save?
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Changing Kerbal Roles
Superfluous J replied to SelectHalfling0's topic in KSP1 Gameplay Questions and Tutorials
I've found that if you change their last names by one letter you can get any of the three professions. It's not consistent (Not every Engineer named Kerman will become a scientist if you change their name to Ferman) but if you try enough combinations you'll get it eventually. I actually have a save dedicated to bulk trying different names to see what their stats will be. -
Biome Hopper Challenge (Open for v0.90!)
Superfluous J replied to Claw's topic in KSP1 Challenges & Mission ideas
Instead of: [noparse]http://imgur.com/a/H5Rjm#0[/noparse] Do: [noparse] [/noparse]And you'll get: -
How you tell your guy to hold, say, retrograde. He does so for you for a while and you hit "T" to turn off SAS for a while. You move the ship around, get it all situated, and hit T again to lock your heading. ...and your Kerbal dutifully starts aiming retrograde again.
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Clarify the reputation system
Superfluous J replied to zarakon's topic in KSP1 Suggestions & Development Discussion
There is an in-game way to ESTIMATE your rep. Go into the admin building and use one of the rep-spending strategies' sliders to see how much of a contract you can take. Note this only works if your rep is under the max percentage you can take (and if you can take another strategy) but if your rep is more than that, you should be spending it, not hoarding it Unrelated but frustrating as well, I hate how I can't see the rep (or funds or science) that I'd need to be able to cancel a current strategy and then take that same strategy at a higher level. -
Thanks, though I can't take full credit. One of my viewers (Liowen) noticed it when I was having crashing issues because I was running out of memory (I have lots of mods installed in that instance of the game, which makes reaching the memory limit with this memory leak easier). He thought it was due to terrain scatter, and so I ran two tests in a fully stock game. Memory usage went up with both tests.
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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
Superfluous J replied to KasperVld's topic in KSP1 Discussion
Yeah if I haven't upgraded it I build my planes backwards so they can taxi off and take off to the west instead of the east. But the runway gets an upgrade pretty quick. -
KSP Version: v0.90.0.705 Beta Windows 32-bit What Happens: KSP.EXE continues to take more and more memory when flying very close to the ground. Mods / Add-Ons: All Stock Steps to Replicate: Bring up Taskmgr.exe and set it to always be on top (in options). In Taskmgr, sort by memory, and KSP.exe will be at the top. In KSP, Create a simple plane with enough fuel to fly long distances at low altitudes. Take off and fly within a km of the ground for a while. Watch the memory climb in Taskmgr and never go down. Climb up above 10km Watch memory usage rise slow, then stop, but not go back down. Go back down to 1km - Note memory use begins to rise again. Fixes/Workarounds: - None, other than don't fly close to the ground. Other Notes/Pictures/Log Files: - Seems to hold the memory even when leaving the save and loading a new one.
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Ships in the VAB and SPH are separate files, so they remain even after restoring to a past save. Or losing your save. Sadly there is likely not anything you can do to recover your lost files. I'd look in the folder and try the most recent SFS files and see if you get lucky. In the future, though, it's a good idea to ALWAYS exit the game by hitting ESC on the Space Center screen and choosing "quit to menu." Then once you're on the menu it's safe to close the program with the X (or as I do, Alt-F4).
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Cannot do...anything
Superfluous J replied to NASAengineer's topic in KSP1 Technical Support (PC, unmodded installs)
Do you have a quicksave.sfs in your folder along with the persistent.sfs? It'll be from the last time you hit F5. If you have one, and it's moderately recent, you could copy it to persistent.sfs (after backing up persistent.sfs of course) and then trying to load the save. It'll back you up to the point where you had hit F5, but at least you'll have most of your save. same goes for KACBACKUP files, if you have Kerbal Alarm Clock. Those have saved me more than once. -
The new VAB controls, including switching between VAB and SPH mode in either facility, is one of the best changes this game has ever undergone. I'm enjoying the contracts, especially the survey ones in tandem with the KerbinSide/Kerbal Konstructs mods. Get a survey, buy an airfield nearby, do the contract and earn enough to afford the purchase plus a bit more. I'm liking figuring out how to piggyback the high return contracts (satellites, mostly) into my missions and I'm looking forward to the funds glut I'm about to have when I finally get the money to unlock the next tier of R&D. All this was because of 0.90.
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So when you filter in the VAB by tier 0 you don't get any parts? But anyway, if you have unlocked the jet engine, you can make a plane out of all those parts in that node. The only thing you can't get is landing gear (which is dumb but hopefully the entire tree will get an overhaul eventually) and you can mitigate that by putting parachutes on your plane. It's one use, but it's fine for an experimental aircraft
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KSP 0.90 'Beta Than Ever' Grand Discussion Thread!
Superfluous J replied to KasperVld's topic in KSP1 Discussion
But it's marginal at best. A single pilot or a single OKTO probe core gives you all the functionality that we've had up until 0.90 hit. Yes, for the first couple hours of play on Normal Stock mode, you have to use Jeb to get SAS. After that, he is unnecessary for everything we've done up until now. I'll admit that holding prograde and/or retrograde is pretty useful but it's by no means "necessary." -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Superfluous J replied to cybutek's topic in KSP1 Mod Releases
In career mode, you need an engineer or a chip (or to make that change cybutek mentioned in the settings) to see the readout in flight. It's embracing Kerbal Professions. Before, there were no professions so this was not a thing -
Note that just pulling on the Normal vector will affect the periapsis and apoapsis. And after you go 10-15 degrees it gets worse. By 45 degrees, a "normal" maneuver node manipulation will do more to your apoapsis and periapsis than it does your normal angle! To correct this, you have to manipulate both the prograde/retrograde, and normal/antinormal nodes in tandem. Do one, then the other. Then the one, then the other. Keep alternating. It's not intuitive but after fiddling with it for a few minutes you should start to see how they interact.
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Planar Inclination confusion
Superfluous J replied to Smallish's topic in KSP1 Gameplay Questions and Tutorials
In KSP, there is an absolute 0 degree plane. It is the same plane that Kerbin orbits the Sun, and the same plane that Mun orbits Kerbin. Also, it is parelell to the planes that ALL planets and moons rotate (their equators are parallel to this plane). So, "North" in the KSP universe is ... well ... universal. Every planet's North Pole points exactly north on the Navball, and every planet's South Pole points south. So, when we say Minmus is tilted 6 degrees, it's both 6 degrees from Kerbin's equator, Sun's equator, Kerbin's orbit around Sun, Mun's orbit around Kerbin, and even Minmus' equator. Becuase ALL of those things are coplanar. I can't answer the Mechjeb question as I don't use it, but if you can correctly launch 6 degrees northward from KSC at the right time to reach Minmus' exact orbital plane, the exact same launch to but 6 degrees southward 3 hours later will also get into that plane. Note this has almost nothing in common with real life. Planets in reality can be tilted any which way and orbit with any inclinations. "0 degrees" is always relative to something, even if the person doesn't specifically say it it's implied somwhere. -
[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
Superfluous J replied to cybutek's topic in KSP1 Mod Releases
I hate to make things harder for myself, but it'd be cool if pilots were needed for anything related to orbits, engineers for anything related to the rocket, and scientists for anything related to observations. So Apoapsis height or time needs a pilot. dV needs an engineer. Biome you're over or time to impact needs a scientist. There are tons of gray areas of course it's just a thought. -
KSP Main Menu Question
Superfluous J replied to Pure_Diamond's topic in KSP1 Gameplay Questions and Tutorials
I *do* exit the game from that menu. ESC on space center screen. Select "Quit to main menu" Once game has properly saved and I'm on the main menu, I hit Alt-F4 -
Best way to read super-long threads?
Superfluous J replied to DivisionByZero's topic in KSP1 Mods Discussions
I read the current page and the first post. If I need something specific I do a search (Yes, the "search thread" DOES work though it's spotty). -
A few things I've found on my own (some of it just today, while adding viewers' names to my save file): Kerbal profession is some sort of hash of the name, but it's not a simple one. You can't take "Sally Kerman" and change her name to "Tally Kerman" and expect to get the same change in profession you got when you took "Fred Kerman" and changed his name to "Gred Kerman". If you want a specific first name, though, you can usually find a way to get the profession you want by modifying the last name. I've got guys with last names like Berman, Lerman, Ferman, and Nerman. DO NOT CHANGE A KERBAL YOU RESCUED unless you ALSO change the stored contract to the exact same name. Changing one without changing the other will lock up your game! DO NOT CHANGE A KERBAL YOU HAVE NOT YET RESCUED unless you do the same. Again, if you do this it will lock up your game. DO NOT EVER CHANGE THE ORDER OF KERBALS IN THE LIST. Ever. It puts random people in random places and is a huge pain to put back to rights.