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Everything posted by Superfluous J
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It's not that bad. It's worse. WASD for aim. QE for rotation. IKJL for translation via rcs jets. And the mouse because with a 2-d screen sometimes you need to see things in a different perspective. Oh and usually I control from the docking port so the navball is upside down from what I'm used to from a flying perspective, but correct for the translations. But yes, it is totally possible to pinpoint a landing from orbit onto a docking port. I used to do it all the time. It would probably take me a few tries now, years later, but I'm sure it's still totally doable. And if you remove the "land on a docking port" restriction and just want to land in an area within - say - 10 m of a point on the ground then sure that's no problem at all. Also, it helps if you have great TWR, plenty of reaction wheels, and extremely well balanced RCS jets.
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No I couldn't launch it directly to the runway from the space center though that may have actually been a different issue. The part affected for me was a radial parachute that I had put on in 1.10 for a part test contract that I'd not yet completed, and I think 1.11 made it so the parachute wasn't the same one as the one for the contract. So removing/replacing it fixed that. I never tried it again and now I'm away from my computer.
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I had it too, and don't use FAR so it's Trajectories probably all the way. I found that if you remove and reattach the parts that give the error, you can then save and launch the craft. So now the only problem is I don't know where I'm going to land
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2 viable replies: There are plenty of reasons to keep checking staging. Like I ever learned to check my staging.
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1.11: Weighing in on some changes
Superfluous J commented on Maxsimal's article in Developer Articles
Been wanting this a long time! I can't play right now... Does all this get reflected in the dV readout in the VAB while constructing your craft? -
Huh. For some reason I thought there were more than that. And I even looked on the wiki and didn't see that map. Thanks!
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Does anybody have - or know where I can tease out of the game files - a list of all the commnet ground stations? I'm talking Harvester's Massiff, North Station One, etc, the ones that give you comms when you enable them, so you have comms (most of the time) even when KSC is below the horizon. Ideally Lat/Lon and altitude, though Lat/Lon is really all I need. Even a map with all the dots would be better than what I have now
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why isn't this rocket stable?
Superfluous J replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
In addition to all of the above, just glancing at the rocket makes me think your TWR is too high. That plus lack of control plus the draggiest capsule in the game right at the front is asking for trouble. If it went through the lower atmosphere slower, it'd probably be okay. If it was less draggy up front, it'd probably be okay. If you had more control authority, it'd probably be okay. With all 3 of those missing, it's not okay -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Superfluous J replied to hemeac's topic in KSP1 Mod Releases
Don't worry I won't turn your thread into a spamfest promoting my videos, but I wanted to let you know I started a career with your tech tree on YouTube. If you'd like to watch your efforts in action in a hard mode career here's the link. -
You can turn the science multiplier down to 0. I don't know if it's available in the game gui but editing your persistence file and changing: ScienceGainMultiplier = # (whatever it was) to ScienceGainMultiplier = 0 should do it. Then install some contract packs that give science.
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New Career with Self-Imposed Challenges
Superfluous J replied to Chequers's topic in KSP1 Discussion
I just started a new career where all ground and water science on Kerbin is worth 1/1000th normal, which is the lowest I can make it, it seems. This not only forces you to launch something every time you want science, it also eliminates one huge early-game crutch: KSC science biomes. If you want to go that way install Celestial Body Science Editor from this thread: And then you have to edit - in your persistence file - the values down to 0.001. The in-game gui won't do it. It's a bit squirrely but worth it because hoo boy does it make early career tougher, especially on Hard mode. -
How to mount things in a cargo bay?
Superfluous J replied to sebbemann's topic in KSP1 Gameplay Questions and Tutorials
I'd need a picture to know exactly what's happening. In lieu of that, if you instead wanted this thing attached to the top of a rocket, would that work? I ask because the two things are very similar from the game's perspective. -
flyby ike at 0° inclination
Superfluous J replied to antipro's topic in KSP1 Gameplay Questions and Tutorials
I came to ask this too. If you want it because you want to figure out the math, stop now. What I'm going to give you is my "it works" approach. First, you need an in-game indicator of what "equatorial" is. There are 3 ways that I know of to do this: Take a satellite or other contract that says it's an equatorial orbit. "Stationary" orbits are always equatorial, but "synchronous" orbits don't need to be. Take a rescue or salvage contract that's 1 star, and hope it's equatorial. Cheat a vessel into orbit around Ike. That vessel will be equatorial by default. Now that you have a reference, just keep playing with maneuver nodes until you get the flyby you want. Once you can't tell if it's equatorial or not, that's close enough and you can stop. Errors in your burns will make any more precision in your maneuver node useless anyway. -
How do Kerbals take off their helmets?
Superfluous J replied to cyberKerb's topic in KSP1 Discussion
They can do many odd things. They can teleport a short distance, ignoring momentum entirely, so long as their destination is a ladder. They can crawl through any solid object instantly but must remain seated otherwise. But both of these things are true only inside a space ship. In fact I think those two things are how they get out through the doors: They don't. They combine their ability to teleport to ladders with the ability to phase through solid objects. That also explains why ladders are so high on the tech tree. They're not simple ladders. They're momentum-canceling teleportation targets. -
Parachute "spread angle"?
Superfluous J replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Weird. I can see the ones that are all clipped together falling faster (less unique cross sectional area) but the ones that are all apart, I'd expect the ones that are more tilted to be fall faster, not less. -
How do Kerbals take off their helmets?
Superfluous J replied to cyberKerb's topic in KSP1 Discussion
All Kerbals from birth get a small GoPro embedded in their foreheads to document their entire lives. Your view is actually from this camera. -
If you were assigned to go to Jool in JUST ONE HOUR...
Superfluous J replied to Kerbal Productions's topic in KSP1 Discussion
Build a ship with about 10k m/s dV and decent TWR for at least the first 2k. Use the first 4.5k or so of leave Kerbin SOI. Use the next 2k or so to get a Jool intercept from Sun SOI Use 1k or so to slow at Jool Have excess fuel for whatever. Not very fuel efficient, but assuming no mods or transfer window calculators that should be the most real-time efficient. -
[1.9.1-1.10.1] Kiwi Tech Tree Overhaul 1.3.0 (17 December 2020)
Superfluous J replied to hemeac's topic in KSP1 Mod Releases
Just dropping a note to let you know I tried this out with a mostly stock (as far as parts and mechanics are concerned, most of your recommended mods are ones I've already tried and didn't like) and I had a great first hour or so. Looking forward to more. Your part placement and tree design decisions really changed the way I played and that is always welcome. This is also my first major foray into upgrades and that's impressing me as well. Thank you!