Jump to content

Fierce Wolf

Members
  • Posts

    311
  • Joined

  • Last visited

Everything posted by Fierce Wolf

  1. You can have a TWR of 0.01 as long as you are in orbit, that's the deal of The Dawn ion engine. It's only useful there, it can't put a rocket in space, nor land a lander, it will just slooooooowly push a vessel, very very efficiently.
  2. For what i get, Deploy angle is the default angle the wing control has. Authority limiter sets two things, how much can it deviate from deploy angle AND to which side it will move.
  3. There are two types of time warp 1) On rails: This disables physics and is mostly safe for your vessels. The only way to destroy a ship with this is having an orbit with a periapsis so low that you crash with a planet. 2) Physics warp: This will sometimes spell doom on your ships and rovers, depending of the situation. For example, a rover in Eve will most likely break with warp x 4. Same rover in Minmus will be intact. Also, your rover waiting in Duna will be ok if you are in control of another vessel elsewhere. It might be in danger if: you regain control of it (enabling physics) or another vessel you control is close to it (2.5 Km or less).
  4. Try disabling "closer approach markers always visible" in the options
  5. Make it cheaper by reducing the amount of trips you need to do to Mun. If one trip nets you, say, science in 3 biomes, you already reduced your total mission cost.
  6. Yep. In duna you can land on parachutes alone, but to get in orbit again you need to fight the gravity, so TWR > 1 is a must, otherwise you will stand still on ground. I'd say more than 1.5, and near 3.0 if possible. Blueberries: Check this link to see where these (and others) are: https://wiki.kerbalspaceprogram.com/wiki/Surface_features Also, the lander alone is returning to Kerbin? If so your dv is NOT ENOUGH. When approaching Kerbin you need to brake around it. Since your pilloting skills are lacking, more dv is due. 1400ish from ground to Low Duna orbit 300 - 400 to High Duna orbit and beyond 800 - 1000 to Kerbin 400 - 600 to brake around Kerbin (orbit may vary depending of how good you planned the maneuvers, let's say elliptical?) 50-100 to position yourself for aerobraking.
  7. I'd actually wish reaction wheels to be souped-down, they are terrific and make monopropellant almost obsolete EDIT: Look for Near Future mod, it has a lot of wheels options
  8. Solution 1: delete whole rover, start from sratch with normal gravity settings Solution 2: check the friction of the wheels, if it's in auto maybe it's still in "like duna numbers" Solution 3: launch the rocket just like it is now, and blast this theme on the background:
  9. Use 2 or 3 heat shields in combo, that should do the trick PD: You are rude to your kerbals!!
  10. Make a maneuver node in front of your ship, try sliding prograde, retrograde, radial out and radial in, in turn and slowly (less than 1 m/s at the time), keeping track of distance markers. One of them should start reducing distance to Kerbin
  11. 1) build a vessel with a klaw on front, put it in orbit. Nothing else needed. 2) Grab something floating around, a capsule for example. 3) Press Free Pivot. 4) Relax. 5) The something shoots out at relativistic speeds.
  12. Things I bypassed in past launches when dealing with satellites contracts: - A piece short of completing (usualy a termometer that i didn't read in the contract when making the rocket) -It's the orbit, but backwards -It's the orbit, but it must be stationary to something on the ground. It should be spotted in the map screen. -I made the sat using mod parts and/or using KIS to engineer it in space. The game said it was not a sat -Wait 10 seconds before switching -The sat actually lacks antenna or panels. Read the contract carefully!
  13. Try the Free Pivot button from the Klaw, attached to something you want to launch very very, and i mean VERY FAST. Results may vary!
  14. I sorta rediscovered monoprop while exploring Jool. Since very minute changes in orbit produce huge differences in flight paths I started using short monopropellant bursts to get it *just right*. This resulted in a lot more monoprop in every ship, and eventualy in a new docking approach
  15. Hello everyone, I want/need/ohyesplease a button (beside the lights or landing action group for best) to auto deploy all available and non-shrouded solar panels. Is there a mod for this? Couldn't find any. Thanks a lot!! Pd: Antennas would be nice too.
  16. I still do this. I only pay attention to 1st and 2nd stage, the rest are rearranged in orbit!
  17. The clouds are back!! Thank you sir!!
  18. Build a rocket instead of a plane and turn west. Why a rocket? It goes straight up as default and deals less with atmosphere and the not-so-good-at-flying factor of a plane. See how much does it cost to achieve orbit going west, then east with the same design. Post results!
  19. In my experience, go straight up, limit your engines or you will burn down. From 55 km and up, start turning very gently. Eve's atmosphere is unforgiving, it's better to get out of it soon and do your bussiness later.
  20. In hard mode many contracts offer very little money, so reusability does make an impact. You could, however, skip lesser contracts and always go for the big fish, or accept 2-3 smallish ones than can be launched at the same time.
  21. Alright!!! then I will install it on my next career, thanks for your work man
×
×
  • Create New...