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Everything posted by Superfluous J
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[KSP 1.11.1][2021/03/01] Ventral Drill for Stock ISRU
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
A wild update appears! 1.11.1 - Update to KSP 1.11.1, adds support for mining comets (which I didn't even know was a thing). Available on Spacedock now, CKAN whenever they do that kind of thing. Thanks @flartfor the report! -
[KSP 1.11.1][2021/03/01] Ventral Drill for Stock ISRU
Superfluous J replied to Superfluous J's topic in KSP1 Mod Releases
Interesting. I thought my code would automatically copy everything. I'll look at this tonight. -
Rainbow cat
Superfluous J replied to alphaprior's topic in KSP1 Technical Support (PC, modded installs)
Come on, it's a little funny. [snip] -
This is the best reason I've ever heard against pre-orders and will likely cause me to never do so again, even though I've never regretted it in the specific instances where I've done it. ...including BTW No Man's Sky.
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What does it mean for a transfer window to "close"?
Superfluous J replied to AlpacaMall's topic in KSP1 Discussion
If you *just* leave Kerbin's SOI, then from Sun SOI burn to a planet, it takes more (and some times a lot more) m/s (i.e. fuel) to get to your destination. So it's better to leave when Kerbin and the target world are in specific places, such that leaving Kerbin in one single burn that reaches the target world's orbit will reach that orbit at the same time the target world is there. That correct time is called the transfer window. It opens when it's possible to do it kinda cheaply. It then tends to get better and better (though not significantly) for a while (a few days generally) and then it gets less and less well, and then it gets SUPER EXPENSIVE at which point the window closes again. For reference, check out the Alexmoon calculator and the Transfer Window Planner mod. https://alexmoon.github.io/ksp/ -
You are a wonderful human being. Can't wait to try this! Edit haha I didn't know I said this so many times over the years!
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Non-clunky way to refuel from surface base?
Superfluous J replied to chd's topic in KSP1 Gameplay Questions and Tutorials
Do it once. Prove to yourself you can. Then use Hyperedit to fill the tanks of all visiting craft. -
That sounds like a non-stock contract. I've never seen one from the base game that cared how strong your antennas were.
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They're the "Advanced Boosters" proposed for SLS.
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Comms transmit speed
Superfluous J replied to Souptime's topic in KSP1 Suggestions & Development Discussion
Note, this ends up giving you less total science point gain when the transmission is complete. I like the OP suggestion, though it does take away from the electrical puzzle a bit. -
I blew up a ship by dropping a part instead of attaching it, and the part (now a new vessel) was clipping into the craft I was trying to attach it to. Any chance that happened to you? As a rule I now quick save before any EVA construction.
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Iiiiiiiinteresting. I'll most definitely give this a try on my next career!
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Rotate the Mun
Superfluous J replied to Sarxis's topic in KSP1 Technical Support (PC, modded installs)
No problem. I'm not 100% sure but I *think* you have to make that change every time you load the game. -
Rotate the Mun
Superfluous J replied to Sarxis's topic in KSP1 Technical Support (PC, modded installs)
It's not. Planet definitions aren't in any of the configs, sadly. -
Rotate the Mun
Superfluous J replied to Sarxis's topic in KSP1 Technical Support (PC, modded installs)
It's not possible without Kopernicus. With Kopernicus it's pretty easy. Once you learn Kopernicus Pick your poison depending on your version: -
The Mobile Processing Lab doesn't give free science, but it may as well You send it somewhere, then get some science data and put it in the lab, and "process" it. you need 1 or 2 scientists in the lab and something controlling the ship (probe core or another Kerbal of any type in a command pod). The details are as boring as they are full of minutiae and I frankly don't know them. Where you are determines how much "actual" science you get per science point processed, but in practice if you have a lab ANYWHERE it PUKES SCIENCE like it's going out of style. You could take one to Jool, but one in orbit of Minmus is just fine for filling out the tech tree.
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Control with non-pilot and probe core
Superfluous J replied to AlpacaMall's topic in KSP1 Gameplay Questions and Tutorials
Without comms, an Engineer plus a probe core can do everything a pilot can do, except make and delete maneuver nodes. The probe gives you the ability to turn on/off SAS, while the Kerbals give you the ability to aim any direction you want. I do this all the time sending and engineer + scientist down to the surface to lay out the Breaking Ground science doodads. -
Rover EVA assembly contract
Superfluous J replied to Helmars's topic in KSP1 Gameplay Questions and Tutorials
Wait until the 5th time you have to do it, it becomes 2nd nature eventually. I'd be curious the difference between the waypoint's location and your location when you're as close as possible. Is it underground? Above ground? How far away? I think you can get all the location information for the waypoint from the Waypoint Manager mod (or even the save file) and the ship info from the save file or just the lower left gui I think. Most important would likely be the altitude. -
THE 3,333 METERS OF DELTA V CHALLENGE
Superfluous J replied to Dr. Kerbal's topic in KSP1 Challenges & Mission ideas
And 100 NERVAs pushing your luxury space yacht with 3333 m/s on the pad will go as far as a small 3333 m/s probe with 1 NERVA. Granted the probe is easier to build... -
THE 3,333 METERS OF DELTA V CHALLENGE
Superfluous J replied to Dr. Kerbal's topic in KSP1 Challenges & Mission ideas
A huge ship with crew and living quarters with 3,000m/s dV will get exactly as far as a tiny little optimized probe with 3,000m/s dV. -
What have you been playing recently? (Other than KSP)
Superfluous J replied to a topic in The Lounge
Dyson Sphere is eating my life. And I'm loving it.