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Everything posted by Atkara

  1. I started using it out of curiosity and ended up sticking with it, as it lets me keep my hand on the mouse at all times (even mapped the toggles on the side-buttons). And when you have target tracking on a pilot/probe core, you can use it to let the system handle rotation for you, while you're focused on translation. Makes lining up a lot easier, since you don't have to do two things at once. You're basically docking/capturing with one hand.
  2. Thought many times about moving to sandbox -after all, the need for steps and tutorials is long gone. But every time I step into one, it feels strange... empty. While I'm mainly focused into pursuing my own goals, I like taking the occasional contract (at least the ones that make sense to me), sending my crews to get their 3-5 stars, etc. I do keep a sandbox profile where I test things whenever I need to, but my main is always a career. Not trying to sell it to you or anything. Just voicing my thoughts
  3. When I first got the game, I took a look at sandbox, got overwhelmed by the number of parts and figured I needed a step by step introduction. I could've gone with science mode but chose career instead. Lots of weird rocket designs, lots of trial and error, lots of rocket flips due to excessive drag, some staging errors and many, many good moments, as it was a playthrough of firsts. Mun, Minmus, Duna, Eve (probe), Gilly, Ike and Jool with touchdown on Bop. Docking ops, rescues on both surface and orbit, asteroid captures, mining, my first go at station assembly and my tries on docking with
  4. The worst thing I've faced in KSP, has been myself -specifically, my own ambition. Imagine prepping, sending off and managing multiple flights, while completing local and non-local contracts. This, through a system of 90% reusable infrastructure in the form of outposts, miners, rovers, landers, spaceplanes and other spacecraft -a system that eventually encompassed the whole solar system. And it was as taxing, as much as it was glorious.
  5. We still haven't seen your craft, we have no info on it's fuel reserves/remaining dV and we don't have a save with the craft (ideally) halfway between Jool and Kerbin. Without these, all we can do is chit-chat
  6. It's not just the craft. It's also the way he's trying to aerobrake. @Reinhart Mk.1 if your current aerobraking method is anything like what I saw in that recent video, that's not the way to do it. You don't go tail first and lock retrograde. Instead, you go nose first, pitch up to ~30 degrees and let those wings work.
  7. I don't remember events in detail. What I do remember is that I wasn't getting them killed early on and that most deaths afterwards, happened either due to bugs, or during test flights.
  8. Not if you intentionally burn towards the surface, especially if you're planning to refuel on the damn thing.
  9. Replace the central panther with a rocket engine -and the central fuel tanks obviously, since you'll need oxidizer. Takeoff, pitch up to 45 degrees and engage afterburners on the panthers. You'll be climbing on the panthers alone. The rocket engine will be used later. As you climb, right click on either of the two panthers and monitor it's thrust. When it drops below 50KN, now is the time to stage the rocket engine. Monitor your apoapsis for engine cutoff. As far as my plane goes, after a few modifications and a number of test flights, it even reached a stable orbit.
  10. It isn't more precise, it IS precise. Try it -you'll see for yourself.
  11. There you go. Read the description and the action group info (I suspect you might have to enable full action groups in the difficulty settings) Other than that, it uses parts you've already unlocked in your tech tree. So you're good to go Do what @Goody1981 told you and you'll see for yourself what angle snap is
  12. Yep. Doing it all the time myself. But I also enable part purchases -makes me feel less "guilty" this way
  13. I was going to send you the following craft I made in a hurry, but you got it done so, good job. Take a look at it though, grab some ideas for the future
  14. Took your configuration (the one with the I-beams) for a spin. It remains stable at a max spring setting of 0.3. Dampers can be left to 1.0.
  15. Set spring/damper setting to manual and crank the damper all the way to 2.0. Do this for both sets of wheels and the bouncing will go away.
  16. Take temperature readings on the surface in early career they said, "it'll be fun they said".... And I'm not even sure if the thing works to begin with... PS: It works...
  17. When is "moar parts" too many? When you can't immediately recognize the parts you're looking at. It means you don't use them often -or you haven't used them at all. And if you don't use them, you don't need them. That's when, as far as I'm concerned.
  18. Back in 1.0.5, I was using Hullcam VDS and Squad's Asteroid Day,. Then 1.1 came out -x64 support, hard to pass. Got tired of waiting for either to update, which meant I'd lose ATVs with onboard cameras and sentinel probes in the process. The latter wasn't as bad. But the cars were roaming various celestial bodies by then and I didn't want to hyperedit replacements -seemed too "cheap" at the the time. Ended up restarting, which I obviously didn't quite like. And there were other, excellent, well balanced and regularly maintained part mods that I'd be crazy if I ever raised a complaint
  19. I think I was on my 2nd month in KSP when I did my first docking op. I had made an Apollo style vehicle-lander configuration for the Mun. With the lander being behind the main vehicle, I had to dock with it. So I did. The return from the surface went well, docked back and brought the gang home. Docking on an actual station though... that took a number of tries. Did it eventually though.
  20. Been playing other games for a while (Stellaris mostly) but tonight I sat down, fired up KSP and revisited a somewhat recent concept: It handles and flies a lot better than I expected it to.
  21. Did that in the first 2 weeks, if I remember correctly. Becoming good at it... that took a lot longer
  22. Haven't sat down to run it by the numbers and I've always done it on incoming asteroids. The benefit (a very important one, in my opinion) is that by doing it this way, time is on your side. Edit: Let me add something else here. You do burn ~950m/s to get there and as the target object does it's SOI transition, you're essentially standing still, related to it. But the target object also has a lower velocity than what it would at it's PE. I don't think the total dV cost changes a lot -like I said, I've never sad down to run it by the numbers. But you've got time on your side and in the cas
  23. I would never, ever meet an incoming object, (craft or asteroid) at it's periapsis, if that's what you mean. I'd do it just as it enters the 'x' planet's SOI -specifically, I'd be where the SOI transition occurs, when it occurs- in order to have enough time to do what I intend to do with it and in the case of a passing craft, separate and get back into a stable orbit once done.
  24. Expanding around the solar system will always be a grindy business, as you're one guy, doing everything. Oberth losses are not something I ever worried about though, since with the system up and running, what counts is the fuel your craft is designed to carry -and that fuel is for free. And if you play career, well... what's better than being already where the 'x' contract wants you to be? That been said, I won't stop e.g. at Duna on my way to Jool, if I don't have to. If I do (which was the case for a specific spaceplane I was sending to Laythe that couldn't make the trip), the infrastr
  25. Yep. Specifically, the design principles he wants to apply to his craft So, you also have re-usability in mind. That's good. I've done what you have in mind, in two subsequent playthroughs. It does keep size to a manageable level, among other things. Is it worth it? Like @5thHorseman said, it's up to the player. Was it worth it for me? Obviously yes
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