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Fierce Wolf

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Everything posted by Fierce Wolf

  1. Using robot parts to hide the engines under the shield?
  2. Weird bug, when I buy some parts in the tech tree and exit de R&D, they can't be used! I tried to do that from R&D and in the VAB, with same results. It's only some of the parts, which is super strange. Did this happened to anyone else??
  3. So far I found mandatory to add radiators to mining operations, for everything else is quite optional EDIT: 100 nukes?!?!?! daaaaaaaaaaaaaamn
  4. My Gilly bases are the funniest, every time I load it jumps up and take half an hour to come down again to a stop
  5. I have a super trick for that, that feels a bit like cheating. Make a rover with all the science stuff you have, and the retractable wheels. When retracted, the vehicle is "not grounded" and you are able to perform "while flying" science. this wheels:
  6. Send a scientist there and he/she can grab the science 100% out of anywhere.
  7. My toughts when starting out, I don't know how I managed lol. Still, have in mind that this is actual rocket science. You probably have either no automated probe parts or the most basic one that sucks, so let's go for a manned mission. I use a popular technique, design from the ending towards the begining, so, the return pod 1) A pod for Jeb Kerman, with a parachute on top and a heat shield at the bottom. All this are needed to return safely. ->a decoupler in here 2) A space faring stage. We will be using the biggest tank you have, FL-T200? x4 and a Reliant engine. This gives about 2500 m/s in the vaccum. Place 2 batteries here. ->a decoupler here 3) A helper stage. This one is simply a Thumper solid booster, with 3 radial decouplers. 4) 3 Thumpers mounted on the sides over the decouplers. Add an AV-R8 wing on each of them. Now, to fly: - Fire the 3 thumpers, but leave the 4 middle one intact, and a few seconds later rotate SIGHTY to the right so you point to the East, about 10 to 15º, no more than that. These will take you about 35-45 Km up. -Decouple the trio and try to put the ship 45º to the East, it will go slow, but you have the time. Fire the 4th Thumper. -Once depleted, decouple and wait until almost reaching the Ap. You should be around 100km up. Point paralel to the planet, and fire the Reliant. -Stop when your PE is more than 70km (the limit of Kerbin's atmosphere). Now, the difficult part. -Since you probably have the level 1 radar station on the base, you have to eyeball this. You have to calculate where the Mun will be, with about a 60º arc between current and to be position. -Once you fly by, reduce your orbit until your PE is about 45Km, decouple the Pod and wait. Upon hitting atmosphere, point the shield forward, and use the parachute. Mission accomplished.
  8. I made the most crude rocket with no decouplers, a solid booster on the bottom and a parachute on the top. I fired the booster and the parachute at the same time. Didn't went far
  9. Don't worry about it, place them at the sides and they should be fine. KSP is a bit forgiving about exposing those at launch. Wait until you hear about Eve
  10. I was given a contract to place a stationary sat in Duna orbit, under a specific point....right under Ike. I was tempted to land it on Ike but then the condition of "orbiting Duna" won't trigger. How do I move Ike away? Will ion propulsion work? :D:D
  11. The trick to land on Eve are 2 of the inflatable shields, one on the front, and one of the back, both pointing in the same direction! The first one is for shielding, the second for aerodynamic balance. Works like a charm. The difficult part is getting rid of them midflight...they like to crash into the vessel. >000->
  12. Never tried, seems like the same issue with stock shielded couplers, can't be attached in VAB
  13. You are looking for Fairings. Still you should be able to put a very primitive probe in space, if it is exploding because of heat, place some heat resistant part on top, a coupler, the sat, and the rest of the rocket. Not elegant, but it works. If it is from poor aerodinamics, place more control wings on the bottom of the rocket.
  14. The back wheels have a trick too, they must alow the plane to pivot upwards. If they are too far in the bottom it won't work, if too close to the front the plane will fall backwards to the ground. The perfect spot is right below the center of lift. The front wheel also has something to add, make it taller than the rear ones so the plane starts in the runway facing up in an angle (10º or so) wind---> \ wing of the plane this is called by the way Angle of attack. Off topic: making the first plane is hard, but satisfying AF once you fly it!
  15. By the way, it takes a loooong time. So do some missions inbetween and eventually you will see "1 of X objects tracked"
  16. My early game stations are named "excrementsstation 1", "delete me 2" and the great "stupidsat"
  17. There are hundreds of mods by now, some are very active with updates, others are abandoned. Every player has a set of favorite ones, so to my knowledge, there's no official list. You can however filter and search in the mod section for the current KSP version
  18. Hello! Mind that this forum doesn't like much doing necromancy of old posts (this one is from 2017), you are better off starting a new thread. That aside... Check this 2 things 1: the placing mode must be symmetry, so it attaches two of those. 2: the mystery goos are in the sides of the capsule (the white area) if you place them elsewhere it won't work, at least in the tutorial. You can put 'em them everywhere in play mode. See if that works out and post again
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