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About A_name

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    Sr. Spacecraft Engineer
  1. Take it to Kerbin orbit. You should have at least 4,000 Dv left (preferably 5,000).
  2. Aw man you should have let it explode! I also learned about the LVN shrouds the hard way. It's because they eject sideways.
  3. How do you do opengl again?
  4. Well you would have to hit spacebar 3 times, so I would say it's 3.
  5. Could you please elaborate on this? What problems occur when using too many autostruts?
  6. I second the prior advice all of which is good. However, I do want to emphasize on this point: Preferably, after you begin your speed run, you shouldn't be maneuvering AT ALL. This is my go-to profile with Rapiers: 1. Have some incidence on your main wing. This will allow you to maintain a positive AoA and therefore gain vertical speed without having to pitch up the nose, thus maintaining the prograde vector. 2. Start speed run between 7km and 10km altitude. The lower your TWR, the earlier you'll want to start. 3. To start the speed run, point your nose between 5 to 10 degrees above the horizon. Again, the higher your TWR, the higher you can afford to point your nose during the speed run. 4. Don't touch the controls. At the speeds you'll be hitting, the curvature of Kerbin will give you all the pitch you need. That is to say, you'll always be pointing in the same direction but your nose will "drift upwards" as the ground curves away below you. 5. As soon as you stop gaining speed, switch to closed cycle. You should be going AT LEAST 1,200 m/s, preferably more. If you're going slower than that by the time you begin losing speed, it means you started the speed run too late or you pointed to high initially. Don't touch the controls. 6. When your vertical speed exceeds ~300 m/s, or your time to Ap exceeds ~ 1 minute, or your Ap height exceeds ~35 km, switch your SAS to prograde lock. Don't touch the controls other than that. If you did the prior steps right, at this point your nose should be pointing at ~30 degrees. 7. Cut engines when your Ap is at ~75km (or whatever your target orbit is).
  7. Hahaha ok, thanks for the heads up and sorry for being lazy For other lazies:
  8. I can't read through 22 pages, have they said whether it will be free for pre-April 2013 players? BTW I'm juts asking, not complaining. Personally, KSP has been a superb investment, best hours of enjoyment per dollar ratio of any game I've had. I'd be willing to pay for the extra content with no problem, though getting a freebie would be better obviously
  9. Sp where in the cheat menu do you mark a contract as completed? Asking for a friend...
  10. I personally tend to go for the plain salt, kettle-style potato chips.
  11. Hi there, having some trouble here. The mod doesn't seem to recognize that I have Kerbals. I started a new career save after installing, and I'm already past the early game and haven't gotten a single contract offered. Moreover, when I scroll through the possible contracts (I believe Contract Configurator is what gives this ability), it says "Unmet" next to the "Have a [Pilot/Engineer/Scientist]" requirement. I should mention I have a bunch of other contract packs installed, as well as Sensible Tech Tree, which might be interfering. Any help is appreciated!
  12. Or just go for the elevon 1's
  13. Thanks, good catch. I'll edit it.
  14. FMRS link for the lazy:
  15. Does it include that orbiter? If so, then I'd say it's a good deal.