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Fierce Wolf

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Everything posted by Fierce Wolf

  1. I found the Terrier to be the early magical tool beginers need to reach farther. Try one!
  2. Getting the last 0.1 science point. If I have to launch an entire new mission just to get 3.5 points in a biome, I will end up finding a justification.
  3. Beware of putting legs on that ship, it's too tall and will fall to one side upon landing. Try for a shorter lander with 4 legs.
  4. I have 1000hrs + into KSP and never saw this! DUUUUUUDEEEEEEE
  5. I gotta try a The Expanse approach of space faring, ships so powerfull they accelerate and desaccelerate all the time between origin and destination. It's doable with infinite fuel and cheating an engine to get 100-150 TWR
  6. Yes, this happens more often in light craft. Once you start putting more mass in your ships you won't notice it.
  7. Apparently in KSP, robotic parts and symmetry don't get along. Sometimes a part will respond and its mirror will not. A solution? Place them individually. I hope this issue is addressed in the next patch
  8. Wait, is that a Tourist ship? If not, where's the science-y stuff? A single visit to a new biome on Mun should give you a lot of science points, if you upgrade the buildings you can do EVAs too. Do this: 1) A return capsule with: MK1 capsule, an Experiment Storage on top, and a parachute. Put a nice decoupler below all that. This is a one kerbal mission, a pilot. 2) Attach a materials bay Jr, barometer, termometer and every device you have access, 1 fuel container below that, and FOUR fuel containers around it. Place landing legs on the 4 containers and a Terrier engine on the middle one (if you don't have a Terrier, 4 sparks would do). Don't forget antenna, batteries, solar panels if you have. This thingy should have 3000 Delta-V, enough for: a) brake around the Mun b) Descend c) Land d) Take off e) Go back to LKO. If you feel bold, you can have radial decouplers to get rid of dead weight. 3) Via decoupler, attach a bigger fuel container on the bottom, and the meanest engine you have (or combination of). This stage is for completing orbit around Kerbin and even help you get to Mun. 4) MOAR BOOSTERS, enough to get up to 70kms and out of atmosphere. Summed up, 3) and 4) should have 4000 Delta V. Around 3600 DeltaV is enough for a full orbit around Kerbin, and you need 800 to 870 to get to Mun. Once you land on the Mun, have your pilot do the science and click on the Storage to save all of them for return. Yes, there are more optimized approaches to get there, but this one is simple and it works. Good luck!
  9. New challenge: Land on the Mun using only vented fuel
  10. I can confirm the bug too. Also, how to avoid it: Time warp slowly from x10, x100 then maximum. Somehow doing this preserves original orbit.
  11. Cool! Very needed in space planes where extra oxidizer must be vented.
  12. Only God and the Kraken know what happened to those poor souls, may they rest in peace. I'm sure the vessel's blackbox won't be found neither.
  13. If the ship operates only on nuclear get rid of any oxidizer, it's dead weight.
  14. Please guys, check the invoice we sent 6 month ago, we are out of snacks here! :D:D:D
  15. My advice: 1) Use only 1 pair of wheels near center of mass, the pointy thingy going backwards 2) Use 1 steering wheel in the back of the plane. 3) To access spring and damper you need to able the Advanced Tweakeables (in the main menu options, before starting your campaing). Play around with the wheels stats on the runway and once you find a good configuration for them, write down the numbers to tweak in the VAB and save the craft. 4) Test that MOFO!
  16. If the plane is the one in the link, one set of wheels goes forward, and the other backwards. And that wheel model require some twitching to get them right, manually setting the spring and dampers. Auto setting cause them to start bouncing like a muscle car
  17. I just name it as the body they orbit, otherwise I have to keep track of which cool sounding station is where.
  18. My very short guide: 1) Get into orbit, with same inclination as target vessel. Remember to target it, left click on vessel! 2) Put your AP high enough to equal the target's orbit. Time warp to it. 3) On your AP, start burning prograde, your orbit should start getting elliptical and higher. Keep an eye on when Closest position is very close to target future position, marker distance should be near 3km or less. 4) Time warp before closest position, change orbit mode to TARGET (the green text on top of the navball that says your velocity). Point to the target's retrograde marker and burn SLOWLY to match the velocity. If done correctly you could even reach closer (Pro gamer move, kinda(?))! 5) Now that velocities match and you are 2 or 3 km from the target, burn slowly towards it . 6) Profit!
  19. Keep the contract tab open to see the exact moment where the the conditions are met 100%, THEN right click on the shield and press the new button that will appear.
  20. I sure hope you test your rovers on Kerbin before launching it off world!
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