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Superfluous J

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Everything posted by Superfluous J

  1. The problem with that is, your ship will forever have a fuel line connection marring its otherwise pristine surface, which admittedly isn't that big a deal but always REALLY bugs me.
  2. If you're willing to mod, I'd suggest you get TAC fuel balancer or (My preferred fuel balancing mod) Goodspeed Fuel Pumps. Then instead of launching your ship empty, you can leave it full and just not use as large a lifter. Before launch, set all the fuel to pump out of your ship into the booster, and if you've worked it all out, by the time you get to orbit it'll be dry, and you'll have saved some cash, mass, and headaches on your booster stage. I've actually sent up large ships with just little dinky fuel tanks attached to mainsails and LV909s. The fuel tanks were there only as a target for Goodspeed to pump fuel to, the vast lion's share of fuel came from the craft I was lifting.
  3. I think it should default to SOI you're in, or body you're selecting. When you jump from Kerbin (which is tilted relative to Sun) when the camera jumps it also just automatically tilts. I so wish I was smarter right now because I bet you could implement this in a mod through simple transformations on SOI boundaries.
  4. If you do take this over, I submit a user named PLAD for landing on Mun and planting a flag within 43:33. He did it for a challenge I ran a while ago. It's pretty impressive http://forum.kerbalspaceprogram.com/threads/64648-Min-Min-Mun-Challenge%21?p=1001594&viewfull=1#post1001594
  5. I do not in any way condone making rockets like this (though it's fun) but the mothership in my Jool 5 entry had lots and lots of docking ports, and everything was attached at the top and dangled down. It was ugly but it got the job done. Well, it didn't actually get the job done but it had a really good time trying.
  6. I know I've been a bit non-Kerbal busy lately but how did this survive for over 3 weeks and 20 pages without me noticing it? I'm always looking for more and better ways to modify the tech tree and this looks pretty darn nice! Can't wait to try it!
  7. If I could have figured out a way to get him off of Tylo with the on-site ships, that's exactly how I would have brought a guy home in my most recent Jool shenanigans.
  8. Assuming they're above ground, you can see them from quite far away if you know where to look. Here's a pic from when I first spotted the Armstrong Monument in a recent challenge. EVA or in-ship shouldn't matter, though I suppose technically IVA with zoom may be easier to spot but harder to aim. No clue on the graphic settings, I always have them up high.
  9. Ah! I never found you in my searching, though TBH I don't think I searched after I put up my original horrible "solution" to this problem back in April.
  10. Can you unlock the RTG without first unlocking a solar panel? I haven't actually looked at the tree enough to know, but I've also never really used those, preferring panels. I was more talking about how to see the contracts appear than what they needed to complete, sorry for the confusion.
  11. Now for your homework: Figure out WHY that worked and work out a way to get it to happen consistently and on purpose.
  12. The closest I can think of is Extraplanetary Launchpads. You have to* build the ship in the VAB or SPH but after that you can tell your ELP to construct the ship anywhere in the Sunar system. *I use the term "Have to" here even though I want to say "get to." The thought of using an EVAed Kerbal to construct a ship makes me shiver.
  13. This has been answered a lot. You don't start seeing these until you've unlocked ALL the parts that are needed. Probes need a core and solar power. Rover contracts need wheels available. Etc.
  14. Honestly I'm surprised that ANY search brings up any reliable results at all. I gave up long ago on the forum search and just go to google. The best fix for search would be to disable it and put a google search directed at site:forum.kerbalspaceprogram.com.
  15. This forum. I can't be bothered to look it up (though I did do a quick Google search and got nothing) but Maxmaps OR HarvesteR OR both of them have specifically said it in a devnote, blog, or other very public post. Asking for a citation for this is like asking for a citation that the next version is going to be the first Beta.
  16. You know I had vague memories of doubling something, but I couldn't remember what you doubled or even if I was remembering correctly at all. If I'd guessed, I'd have guessed velocity which was wrong anyway. Good to know though that I remember SOMETHING from college (other than where the cheerleaders did their drill practice).
  17. 11.2km/s is the escape velocity at Earth's surface. Out at the Moon, it's quite a bit lower. I don't know the exact velocity but according to wikipedia at 9000km (much lower than Lunar orbit) it's a mere 7.1km/s.
  18. We have a name for users who create content and share it with others.
  19. It never occurred to me that you would pronounce it any way except eye-ess-pee.
  20. I support this as well. I have no problem with panels clipping through a ship though, and think destroying them for doing so is unnecessarily mean to the player. A simple addition to the right-click menu on solar panels, under "Extend" or "Retract" that is "Extend All" or "Retract All" would be fine.
  21. Came here to say this. "Unbalanced" is one of the clear signs that a game is in Alpha or early Beta. You should start seeing these balance issues go away after (or in, but that's unlikely) the next update.
  22. (Bold is mine for emphasis) I've programmed N-body simulators (simple ones, but many versions including on a graphing calculator back in the early 90s) and I can guarantee this is wrong. If your ship orbiting Mun received ANY pull from Kerbin it would never, ever be in a stable, perfectly elliptical orbit around Mun. It would be pulled into - at best - a Spirograph-like orbit and - at worst - it would get slowly tugged until it either was pulled from Mun's SOI or crashed into Mun. The fact that your orbit around Mun is a stable ellipse means that Kerbin (and Sun) don't affect it. It's a 2-body solution.
  23. Yeah, I need to update that (and this thread). I'll probably wait until I'm done with Teamwork and start a new series though, considering that'll all happen in the next week or so. But I should restate that: I didn't really abandon QFS. It abandoned me.
  24. I'm pretty sure that counts as a rover, but good luck hitting all the waypoints with it.
  25. Yes. ScienceAlert tells you when you're in an area where you can get fresh science, and gives you buttons to click to do it. Technically hitting an action group would be easier than clicking those buttons but knowing you're in a new area is really the key there. And ScienceContainers (with that config) lets you right click the command pod and just "collect all science" which eliminates the need to get your Kerbal out and go around to every experiment, right click it (assuming you're close enough), take the data, and then get back in to the pod. I don't know about you but after about 100 times doing that I never wanted to again. And after about 2 times of doing this I could never go back to the Stock way.
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