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bewing

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About bewing

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  1. The Control Station (which is the one you should be paying attention to) says there are 2 units of power available. What the "panel" screen is showing is a harmless bug.
  2. The aero model has an artificially built-in "sound barrier" of enhanced drag, right around the speed of sound. It is empirical -- not based on any particular physics model. But yes, whatever form of thrust that you use needs to be able to push through that sound barrier in a convincing way, or you probably won't make it at all.
  3. 1. Turn off Traction Control! It automatically applies brakes to "random" wheels, and makes your rover not move properly. 2. Switch "Friction" from auto to manual, and turn it way up. On low-G worlds, rovers need friction to go and to stop. In the picture, was your rover actually heading north and downhill? Or was it heading south and uphill? If it was the second, then your probe core is backwards and that will always mess up your wheels. If the hinges really have messed up the automatic drive algorithm, then click "remove from symmetry" on all of them, turn all of them off exce
  4. Either come in high enough that you still have attitude control, point retrograde, burn to a stop directly above your target, and fall straight down. Or, put wings and control surfaces on your craft, fly down just above your target, pull up into a vertical stall, pop your parachutes (make sure they make your engines point down), and use a bit of thrust to create a soft landing.
  5. You don't need a scientist -- but you sometimes have to be flying very close to a science container before you get the option in the PAW to remove the data. Try flying up and bumping into the science container, and see if the PAW changes. Have you done that kind of data transfer before? I was under the impression that you could only transfer experiments to devices that have the "collect all" science option.
  6. For stock fuel ducts to work, your two craft still have to perform a hard docking -- using docking ports, or klaws. The "hoses" thing doesn't require docking.
  7. In the past, I used klaws. I designed all my fuel tanker ships to make it easy to dock a klaw to them when they are landed. Now, I have an engineer and an extra "Jr." docking port in a cargo slot. I drive my fuel truck up, and the engineer attaches the extra docking port at the right height, in the right place. Dock, transfer, undock, remove the port. Maybe after doing that ten times, you get a little bored with the process -- but it's never really the same each time, so that keeps it a little interesting. And most fuel depots only get used ten times at most before you move on to ano
  8. In order to combat the "sliding" problem seen in previous versions, everything sitting on the ground (including kerbals) gets glued down now. It takes either a really good push of RCS to get off the ground, or you need to jump.
  9. Well, if you look up "keplerian orbital parameters" on wikipedia, for example, it gives the formulas on how to calculate period based on things like your orbit's SMA (semi-major axis). Then you choose a number for how many orbits (years) you want it to take for you to get there. Then you decide whether you want to raise your Ap to slow your orbit down, or lower your Pe to speed your orbit up (generally, raising your Ap for a slower orbit works better). Or, you can just do it the really easy way. You want to circularize the P3 satellite in 1.25 Eve years, the P2 satellite in 1.5 Eve years,
  10. Hmmm. The Minmus Midlands are reasonably smooth, they have interesting slopes that might make good ramps, and they are at different altitudes which might make for interesting landings. But you would have to control your speed carefully, because a few extra meters per second might well put you into orbit. For ramps built on kerbin, pay attention to the "impact tolerance" values of the parts. Some are fairly high. If you can build your ramps out of fairings ... I believe fairings are still indestructible.
  11. On CBs with no atmosphere, what you are looking for is called a "suicide burn", and it's already basically working in your game -- you just need to create the proper manuever node and do a simple mental calculation. However, there are some additional issues. To stick your landing on a very particular spot, you need to burn additional fuel -- there is really no other choice. You place a waypoint on the spot you want to land, target it, and do a "docking" maneuver (you have to be rather good at docking first). But on Kerbin or any other CB with an atmosphere, there is too much variation from dra
  12. Not really, no. The game keeps a list of everywhere you've visited, and what you've done there. When you do a new flyby, it adds a new CB to the list. Each new CB adds a bunch of possible contracts for things you haven't done yet. There is also a possibility of getting a new "flyby" contract for someplace you've never been. Then it makes a random choice. After visiting Eve, you may get a contract for something at the Mun.
  13. There is no such thing as "contract progression". The contracts that get offered to you are mostly random -- with extenuating circumstances.
  14. In order to prevent sliding, everything now sticks to the ground a little bit, including Kerbals. So yeah, you have to break that surface tension somehow. Jumping is good.
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