WanderingKid

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About WanderingKid

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    Sr. Spacecraft Engineer

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  • Location Orbiting... something. Bill, are the scanners working yet?
  1. 50-100k for a first stage? What are you launching?! That's... expensive. Like, huge space station expensive.
  2. I personally find spending 20 minutes wandering around Mun playing avoid the crater to complete a crappy little contract relaxing on occasion, but I'm weird. Nope. If you're sitting at 1 mill in funds you're in a good position for any launch. It comes down to "What do I want to do". For reference: Getting to Duna, without a landing and with a decent aerobrake is about as expensive as Minmus with landings. It just requires higher precision and correct timing for the transfer. It costs 950 to transfer out to Minmus, and about 1150 to get out to Duna. Capture with Aerobrake (it takes a few revolutions) and you don't even worry too much about the cost of braking in system. Returning, however, will cost you a good clip, unlike Minmus. I forget how much offhand. So, no, you really don't need the big guns. If you're just bringing a series of satellites and probes, 1.25m parts are all you should need, though you'll want the RA-2 antennas, and the RA-10 is better for a mothership. It's only when you start needing to transport landing craft and the like that you'll be looking at really wanting to invest in a modular 2.5m build out. The 3.5 meter stuff I find to be overkill, usually, unless you're launching huge stations. For my usual games they only come out when I've just reached 'Ah, heck with it' levels of "Let's visit MOHO!.. and land in the hole!... TWICE!.... WHEEEEE!"... or I'm launching some insane rig for the joy of it.
  3. We live for the K, we die for the K.
  4. It most likely won't be practical to move it afterwards unless you're very careful in your design about where your Center of Mass for the station is... or you make it a giant noodle. 6,000 Liquid Fuel doesn't include oxidizer, it's just the LF component. That's monstrous. That's more than two of the orange tanks, the 2.5 meter long one. On the bright side, you'll be able to operate Mun missions for ages with that for landers and tourists! Battery storage isn't anywhere near as bad, thankfully, they're just heavy unless you want a lot of part count (you typically try to avoid huge part counts). My recommendation would be to send up semi-empty tanks and other components to Mun, rendezvous there to assemble the station in a cool looking way, add in some extra ports on extended I-Beams so you can dock landers and refuelers easily, toss in some RCS storage for your landers, and then finally send refueler rockets to the station. Also, you might want to check out the mod DPAI (Docking Port Alignment Indicator), I find it invaluable for those last docking maneuvers when the target ship doesn't rotate easily. On a final note for that station, though, if you *do* design it in such a way you can assemble it in LKO then move it to Mun... you can then move it anywhere you want. Once the contract completes it's still yours, so you could, for example, use it to feed your Mun landers... then transfer it to Minmus as a base, then perhaps send it off to Duna and Ike as a fuel ship.
  5. On a side note: I'd be a lot more interested in most of the part testing contracts if they weren't trying to get to orbital speed at 13km up to test a parachute for less than the price of even mounting the parachute. Alright, that's a bit of hyperbole but it makes my point. And, yes, they are boring as heck. I can see getting lucky on a contract that gives you, for example, a Rhino that you desperately want for a particular mission build, as well as catching windows with those huge engines. Something like that though I would expect good players who actually know when the transfer windows are to use as a booster to their career mode to re-use an older ship. I personally have never felt the need to do it, but that's just me. I rather enjoy the constrictions of the limitations. On the subject of parts contracts being useful and worthy, I fear we'll have to agree to disagree on that. I've started to simply filter them out of Mission Control so they're not in my way depending on what mods I've got installed at that point. To your other point of avoiding restarts, though, I personally believe a few restarts at the beginning is actually beneficial to a newbie, as they get more used to the parts, the available contracts, and how fast and hard they want to try to progress while using the contract system and parts available, and learning what to open when so they can continue progressing their science gathering. It's a lot better to do that with only 30-60 minutes invested into a particular career than a dozen hours and realize you've stalled hard because you didn't learn the mental pattern you needed for a 'normal' approach. I mention normal because of some of our local spaceplane enthusiasts will of course point out there is no normal (Science equipment?! BAH! Get me Junos!). It worked very well for me getting a much more solid grounding in the game back when science mode was career and figuring out how I wanted/needed to work through the tree. I did the same process again when contracts became a thing... maybe I'm just stubborn that way though. To not completely derail the conversation however, our OP hasn't posted back here in a while to let us know what advice has worked and what hasn't, and where/if they're still stuck. So, @thomas9059 ... how's your career doing?
  6. Having done just this a while back... they're not kidding about the sound. I had a decent amount of interest in my opening series, but there was just too much going on with the vocals at the time. Things to look into: A superior sound card. Don't bother with the one built into the rig, you literally won't hear what some of the other people are. Get yourself a good one. I personally use a Scarlett 2i2 these days. This is step one. Next, Free Software: Audacity. Get it and learn how to scrub your vocals for background sounds... like computer fans, A/C fans, Overhead fans, ... fans. Many fans. Kill them. I'm not sure what you're using to scrub right now, but it's modulating the heck out of your voice... if that IS your voice, you have a curious accent I'm not familiar with. Finally, the microphone: You can get them at a reasonable price at Guitar Center. Do NOT get a Condenser microphone unless you plan to build a sound booth. They're wonderful, but they pick up the echo from the kitchen when you're upstairs with the door closed. Get Dynamic. Additionally, look for a supercardioid or hypercardioid mics, or at least cardioid. Omnidirectionals (the standard) will pick up your typing heavily and all the echoes off your desktop. I own a SoundBlaster Rage with microphone and it works just fine for talking with buds on TeamSpeak, but it was complete crap for recording. I've seen some amazing sound come out of headsets though... just not the Rage's. It might be worth poking around at some streamers with inlaid pics who are obviously using a headset mic with good sound and asking for advice about what equipment they're using. My guess is they're the high end headsets, but I don't know. I've had almost no luck with any of the medium level ones. Finally: EDIT. Oh gods, edit. Timewarp. Jump Cut. Unless you're a professional comedian and you've scripted 30 minutes of banter you're going to work with, no one's that entertaining constantly. IE: So, here's my workhorse satellite, and this is going to orbit (voiceover in the NLE while you speed up the launch, point out the characteristics or interesting bits)... and *this* is 30 launches later when my comm network was built chasing a few dozen easy satellite contracts. This was my other mistake... I needed MORE editing, not less. I did a lot but simply not enough. I don't know if you did this or not, honestly. I skipped around a bit and decided I didn't want to watch it. If someone wants to watch someone play, they'll boot up streaming services (ie: twitch) and actually watch and interact. For YouTube, a straight to screen dump with a title and an end card just won't cut it for KSP unless you've built up an audience elsewhere and are doing it as filler drops for your primary series to keep the channel active. Since you have 10 subscribers and mention you're new, you want to look into NLE's (Non-Linear Editors). These allow you to heavily edit your scenes for your video(s). In general, the best one for me has been Premiere Pro from Adobe. It's $20/month subscription just for the current one. Buy and forget include Pinnacle and Sony Vegas. Pinnacle and Premiere Pro are relatively similar in their commands, Vegas was a significant departure and I really didn't like it. I found both Pinnacle and Vegas too buggy once you started to use more than 3 or 4 video channels at once, but ymmv. I had very little luck working with the free softwares out there for what I wanted it to do, but it's worth poking at them to find out if you even want to work with them at all. All that said: Good luck. It's a hobby, expect to invest time, practice, and money into it, or it's the equivalent of a newbie clay molder showing off their new ashtray. My earliest videos certainly were ashtrays, thankfully I was just doing a challenge proofing at the time so a lot of good folks helped me out.
  7. Lifting surfaces? Who needs lifting surfaces? That's just drag. Where we're going, we don't need fins. We need... parachutes. MANY chutes. Try the drogues, they do wonders.
  8. I don't disagree with the grinding part, but part testing is one of the last contracts I'll ever take. They are typically unworthy of me time and contract slot spaces. I find a flyby of Mun is typically more than enough (without the KSC Science Grind) to start sending up satellites to Kerbin, Mun, and Minmus which builds out my Comm Network. My personal preference is being very specific about completing at the World's First contracts, which give more than enough cash and science on Hard mode, until I get satellite contracts open. With just a few random 'return science from' contracts to help out, I don't typically find any serious grinding needs to occur until I've got stations open going for R&D 3 and Tracking 3, which a series of suicide solar orbits will typically catch up enough cash flow.
  9. It is very doable... and I just realized I have no shots of the particular ship in question in my Imgur gallery. Sooo, I must point you to one of my older YouTube videos where I discuss methods to line it up for my ship the Ares Helm. https://www.youtube.com/watch?v=o8BM8Na3hNY From about 2:30 through 7:00 I show you how it works. I will say that they are PAINFUL to dock correctly though, and wouldn't do it again except for style points.
  10. They stay out by default. Check your mods and action groups.
  11. The particular ship in question is meant to be rendezvous friendly with plenty of extra dV, it's just not being used for that yet, but it's also newbie friendly in terms of extra fuel for adjustments and learning the efficient methods. That said, you're absolutely right in general. The iteration of removing unnecessary parts and getting better with the equipment allowing you to remove yet more... makes things more efficient in the long run. However, 200 dV extra is basically the 20% engineer's overkill when you're talking a Mun orbit, which runs ~1,500 dV all told with no mistakes from LKO 75km. Wonderful news. Something you might want to look into, specifically for tourist orbits on Mun, is free return trajectories. Basically you shoot your apoapsis up to ~14.5Mm from Kerbin, do a high altitude retrograde flyby, and you're already on your way home. While you're at the periapsis of that particular flyby, you can slow down, barely get an orbit, trigger the 'orbit the Mun' condition, then speed up again and head home.
  12. While no, you don't want to be slowing down from orbital speeds at 10km up, there's a sweet spot. It's easy to go too shallow (say, 40km up) for far too long, building heat without getting enough slow down, and cooking off parts on something that if you went a bit deeper (say, 30km) would have survived just fine.
  13. Without too many spoilers, and the very beginning? Beat on the World's First Contracts. They're you're early game bread and butter. Don't do anything without it in the contract... like orbiting Kerbin, returning to Kerbin, or spacewalking. Upgrade Mission Control early to get extra 'side contracts' to use and cherry pick extra contracts (not all of them are good, or even reasonably doable). Those extra 1 and 2 science points for the early game add up. I personally don't even bother with the whole 'run around KSC' thing. I don't personally think it's broken, I just don't think it's worth the time. I'll just get the science from the runway and the Launchpad (two separate biomes). For re-entry, you don't need a heatshield if you're coming back in from Low Kerbin Orbit (LKO). Just aim your periapsis around 30km and you'll slow down in time, but you do want to dump all those extra engines and stuff and just bring in the pod with a chute to keep things easier, so you want to decouple until you're very good at the game. You can launch an SSTO (Single Stage to Orbit) rocket on the first launch that you have with the T-45 and FL-T100's and return it entirely, but you need a good amount of experience to do that.
  14. 0 degree inclination. Mun is an excellent 'equatorial' check for AN/DN to make sure you're equatorial around Kerbin, as well, by simply targeting it and getting your ascending/descending nodes to 0, then untargeting. This is absolutely normal. You're going from a basketball to a croquet ball. Minmus is almost a golf ball. Anyway, minor irregularities during your transfer burn will translate to huge differences on the far side. Luckily, as mentioned above, it's also easily corrected. About 30-45 minutes out from Kerbin put in a maneuver node and mess with it a little. Up/Down (purple) to cure your Ascending/descending concerns. Faster/slower (or radial in/out) to cure your periapsis height. To make life easier, set your maneuver node up, then focus on Mun (double click it, or tab around until it's focused) so you can see your projected path more clearly. In the background, re-click on your maneuver node to open it up and adjust while you're looking at Mun to figure out what your correction burn should be for where you want to go.
  15. Woot! Gratz. I've never bothered bringing the terrier in on the back because I usually dump it into the atmo with a 22-25km Periapsis and land hot and fast. The launch flip occurs if you come off prograde before 20km up after dumping the thumpers, even with fins. Dead into prograde for the separation, and then ride it until you're into the thinner atmosphere. Adjusting the fuel priorities to use the lower tanks on the T-45 first should also help.