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Everything posted by Superfluous J
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[1.1] RemoteTech v1.6.10 [2016-04-12]
Superfluous J replied to Peppie23's topic in KSP1 Mod Releases
By no means do I want anything close to MechJeb I did miss this functionality, and look forward to playing with it. Does it work with days as well and/or does it know between Kerbin days and Earth days? I use Kerbin days in my time scheme. Honestly, it's pretty much what I want and don't feel anything else would help significantly enough to be worth putting time into, unless you were planning on it anyway. -
[1.1] RemoteTech v1.6.10 [2016-04-12]
Superfluous J replied to Peppie23's topic in KSP1 Mod Releases
I'm at the point now where I'd like to specify in the future to do science readings, so my probe can take readings right after getting in to Duna's SOI, then again at Duna periapsis (to nab "low over" science) and again at the same 2 places at Ike. From what I can tell, the only way to do this is to calculate how many seconds there are from now to the SOI change, and then maybe add a minute or two to make sure you get the reading, and then plug that number of seconds into the delay box. I'm willing to do this (it's not that hard a calculation) but it feels like it should be possible to do thi another way. Like, drop a maneuver node somewhere and then be able to say "do these readings at the time of this maneuver node" or something. Am I just not seeing this functionality (like i didn't see the cone before) or is it truly not there and I just need to buckle down and do the math each time? Like I said, it's not HARD math but it just seems like something the computer would do for me -
I've had similar ideas on this, after watching Scott Manley's Interstellar Quest episodes. I thought it'd be cool to not have a story per-se, but to have clues and hints in the biome experiments that, if you interpret them correctly, lead you to the anomalies. I'm not 100% sure how to do it, but essentially I think you could - say in the crater with the Armstrong Monument... ...a surface sample suggests the rock you get originated in the southern rim of the crater. An eva report from space over it suggests that three craters in a semi-vertical line look particularly interesting. A gravioi scan says you detect an oddity just to the West of those 3 craters. Not a great idea, I'll admit, but it'd make reading those reports fun and slowly lead you to finding fun little things.
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I was similar. I played in the .16 demo and all I had to go on was a single Kurt JMac video (His first one). I almost gave up trying to land on Mun but then found out about quicksave. I got through everything else up to that point without saving/loading once. Once I knew how to do that, I successfully landed in the very next mission and at that point I felt I could justify dropping the $25 or whatever dollars on the game. That was all in a single weekend. Probably not much more than a day.
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Jool without nuclear
Superfluous J replied to fraserthorp's topic in KSP1 Challenges & Mission ideas
My Joolpollo ship (Link below, it's the last series in the Kerpollo program) which did the Jool 5 Challenge didn't have nukes. Granted, the refuelling ship did but I could have just bailed and completed this challenge. My Eelpollo ship (Link below as well, same place) went to Eeloo, landed, and came back with no nukes. It also brought a "Sunpollo" ship to get "low over sun" science. -
It takes lots of practice to be sure, but the basic idea is: Get your orbit so you're going over Jeb each time around. Set up a maneuver node to crash land just past where Jeb is. Nailing just how far past is part of the "lots of practice" part. Do that burn, then delete the node and set a new one up on the ground where your orbit crashes intersects it. Make that node stop you and note how much time it will take. You'll come down and see Jeb's little icon on the surface. Set him as a target so you get a marker on your navball. Do the burn for the maneuver node, but do it a little early so you stop right over Jeb. This is another "lots of practice" part Now with any luck you're a few km above Jeb's head falling straight down. Land as normal. Don't sweat it if you're a few km away, the walk will do Jeb good. But as you keep practicing you'll eventually be able to land right next to him. I frequently land on docking ports on my ground bases, so any level of accuracy is indeed possible.
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[1.12.x] Kerbal Alarm Clock v3.13.0.0 (April 10)
Superfluous J replied to TriggerAu's topic in KSP1 Mod Releases
In my experience KAC FIXES that problem by stopping you on every SOI change. Though as you describe you're not going through an SOI change so I don't know what it is. I doubt KAC actually does anything to alter a ship's heading/orbit/whatever. -
What is the avatar of the person above you saying/thinking?
Superfluous J replied to Gojira's topic in Forum Games!
No, Mister Kerman. I expect you to die! -
I don't think that's even remotely true. I sent rockets to Gilly, Ike, and even Dres with pretty low tech. Dres was a bit wonky sure but the only crazy thing about my Gilly ship was that it had 8 goo/jr combos on radial decouplers that stuck out like spokes. That was more a limitation of those experiments though than it was the rockets. Any rocket that brings 8 jrs and goos is going to have a bit of wonk to it. You forgot "with science gains cut to 1/3 their value" but I forgive you
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With the new setup, we both get what we want (Well, I don't. I want more granular control but I always want that). You can crank it up to the max so taking a crew report on the launch pad unlocks your tree (well maybe not that but sufficiently high that you don't have to worry about it) and I can crank it down to the point where I have to choose between fuel lines or solar panels for my first Duna mission. And exploding buildings paves the way to girl kerbals how? EXPLODING KERBALS. ScienceAlert and Science Containers (with a simple modman config to add its functionality to command pods) are a must-have mods, IMO. They're stock as far as I'm concerned.
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Maybe it's because I'm older than about 99% of you but I learned a lot of these correctly in my public school. I distinctly remember learning the Ben Franklin, Newton, Columbus, and Edison ones in GRADE school. Maybe 4th grade. And I'm not saying I just learned it correctly. I'm saying I learned "Here's a misconception about Columbus. Here's why it's wrong and here's what actually happened." I don't remember learning the tongue taste map in school, but I do remember reading about it somewhere and trying it. Seemed real at the time. Most of the diamond/coal references I know stem back to Ferris Bueller, not school And I never heard that Einstein couldn't do math. Do people say that?
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Those freeloading hitchhikers get shown the door. Preferably somewhere in the first 30km of atmosphere.
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Also, planets don't have eyes and noses in reality.
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The question does not include Jool and the Sun. Moho, Eve, Gilly, Duna, Ike, Dres, Laythe, Tylo, Vall, Pol, Bop, and Eeloo are 12 bodies. You are not supposed to count Kerbin, Mun, Minmus, Sun, or Jool.
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The mere concept that any even remotely significant fraction of Humanity would know that Pluto was discovered by an American rules out this idea. Especially Americans wouldn't know that. Heck, even I wasn't 100% sure of it. Far more likely it's because Ceres didn't share a name with a Disney character.
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That actually makes it a perfect analogy. Two latin names used in descriptors relating to what we today call "The Sun" and "The Earth," officially in scientific documents. Scientists do not refer to the Sun as "Sol." they refer to it as "The Sun" in the say way they'd refer to Cleveland, OH as "Cleveland, OH"
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For the same reason we're referred to as Terrans but the official name of our planet is not Terra.
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Registered here while waiting for Orbit to decay.
Superfluous J replied to Aerol's topic in Welcome Aboard
You can go to 4x time warp in atmo, just remember to slow back down to 1x and then back up to 5x and 10x etc once you're back in space. Not that I've totally been there before or anything (and welcome to the forums!) -
[1.1] RemoteTech v1.6.10 [2016-04-12]
Superfluous J replied to Peppie23's topic in KSP1 Mod Releases
No, I should be the one that's sorry (and I am). This was part of an otherwise happy-free day and it was the final straw, so to speak. I did as you suggested and fast forwarded time sufficiently into the future and indeed, the cone started appearing. I knew it wouldn't cover Kerbin until the probe was sufficiently far from the SOI, but I didn't quite realize that the cone would essentially be a line even that far out. I actually found that button but didn't know what it did, and when I saw the line I didn't know it was actually 2 lines. I do like that button idea you have, and think I'd have made the link between it and the cones I was expecting to see. If I may make a suggestion, instead of an X, put a circle/slash (like on "no smoking" signs) over the symbol. Anyway, I'm back on track and liking the mod. I promise! -
Research them. No really, that's it. I have no actual plans to use them right now.
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[1.1] RemoteTech v1.6.10 [2016-04-12]
Superfluous J replied to Peppie23's topic in KSP1 Mod Releases
I'll send it farther, but as everything's in the same plane wouldn't it get small windows of being able to talk when the 1000km satellites were in a line between my probe and Kerbin? I fiddled with those 4 icons in the lower left and one of them showed a grey line between my probe and Kerbin. I guess I'll wait a bit and see if it just starts working.