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dryer_lint

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Posts posted by dryer_lint

  1. It makes rockets look so much more powerful, instead of looking like an upside-down stove. I agree that it gets a bit nauseating when there's only a little bit of motion - they need to add some sort of cutoff system, so that the wobble only activates when you know it's going to really shake and not just tilt back and forth

  2. I just came back from a Minmus flyby for that sweet sweet science...

    Iy9yX92.jpg

    464 in total! Phew! For someone who was failing with the new aero and barely getting past the first few tiers, this is awesome.

    jYYRzIh.jpg

    Now for the question: What should I unlock next? This is my current tech-tree status. What do you guys think?

    Personally, my biggest problem is ascent (getting enough weight to orbit) and I can barely get a small Minmus transfer craft up there. My space program is mostly rocket-oriented, which is why I haven't researched Airplanes yet :P

    I've been considering Advanced Exploration for the lab, which seems like a good SCIENCE investment, as well as Command Modules for the 3-Kerbal pod. I'm also thinking about throwing in Landing if I have 90 science to spare... I'll need those big landing legs! Other than that, I could go for Larger Rocketry to get the Mainsail, Aerodynamics for the 2.5m fairing, or maybe even Construction for the tri-coupler.

    But I don't want to make a hasty decision. This career game was not going well (probably blew about 100k funds on two missions trying to get Jeb off that deathtrap of a Mun. Did not work.) I don't want to spring for the wrong research node and ruin this science spree!

    So, what is your advice? Feel free to throw in any other facts/tips concerning the tech tree!

  3. Another option (which I don't recommend unless your ship is 100% structurally sound) is to make use of physics warp, up to 4x. This will make your ship more likely to flex and bend while accelerating, but if your ship is stable enough, you can withstand these forces, and consequently have 1/4 as long of a burn time.

    Physics warp can usually go up to x2 or even x3 without any problems. Hold Alt, and then warp - you'll go into physics warp as if you were in atmosphere!

    Additionally, there's always the option of doing something else during long burns. Browse the KSP forums? :wink: Just make sure to quicksave first!

    - - - Updated - - -

    More thrust. Don't use nukes or ions if you're interested in shorter burns, a Skipper or Rhino will give much higher TWR and shorter burns, at the cost of more fuel.

    You guys are insane. How the heck do you get Rhinos into space!? :confused:

    (Not a pun, I literally don't understand how to get those massive engines into space)

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