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Fierce Wolf

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Everything posted by Fierce Wolf

  1. It's on purpose, the game rewards you for having a good relay network of satellites Edit: On re-reading, i have no idea!
  2. An actual kraken should be sitting in there. It would scare the excrements out of me and make me want to plant a flag between its eyes
  3. I believe there's no mechanics for shock absorption, a part either resists collition or not.
  4. Looking back, I don't even know how I got a knock with this game. It's hard for beginners, not only for the orbital mechanics, but also playing career you have access only to the worsts parts 1st. Post questions if you have, people here are usually helpful and friendly (except with some thorny topics) Youtube is a great teacher too, even for old versions the mechanics are basically the same. Have fun!
  5. Im just gonna say: I wish SQUAD would test a quadcopter (or rather, a squadcopter, amairite?) in Duna so they can get ALL the bugs with rotors.
  6. I like the proposal, but converting it back to science point in the end feels underwhelming. Separated science points make a lot of sense, they should unlock different things, for example: 1) New parts, duh 2) Old parts, but improved specs 3) A general upgrade to every part (for example, new alloys for better heat resistance) 4) Old parts, but can do new things (for example, capsules now have built-in prove cores)
  7. A Jeb in one of my career saves was....ejem...lost in mission, let's say. When he respawned, he was never quite the same kerbal. When everybody learns in space and gets experience (I have the option activated), he can only do that after getting a shower at home, thinking about the void he went through. Sad...
  8. My base calculation to LKO is 3500 -3600 dV, and it's been for a while now.
  9. I have 3 approaches 1) Use an ad hoc lander, specially designed to carry the rover and detach on ground. Usually integrated with the manned vehicle, sometimes with a fancy cargo bay, lights, a ramp and such. Use robotic parts! 2) Use a sky crane, purely rockets and fuels to slow down the thing. Detach and discard. 3) If the rover is a heavy duty, I design it to land itself, maybe even go back to orbit.
  10. Imagine programming a game about making rockets to other planets and players want to make undersea bases!
  11. 1) Land on Minmus poles 2) Land on Ike (with some explaining on launch windows) 3) Land on Gilly
  12. Well, it is too small to have atmosphere. Any liquids turned to gas and were lost long ago, all we are left with is some magical, Little Prince-sque (and dead) satellite.
  13. You gain control of foreign vessels when your own ships (or kerbal) are close, 2 km or less. If you can't EVA my best bet is that the stranded vessel is a mk1 doble seat thingy. You have to manually open the hatch of that one, right clicking in it. Alternatively, some mods have parts with no hatches Did you install any?
  14. Robot parts are too floppy to that kind of job, they will fail at high speeds (in atmo).
  15. Ok guys, time to get technical. When you place a maneuver node and warp to it, the warp ends like a minute or so before the node, for an example T-60 to the node. Let's say that the node is 30 seconds of burning. When is the exact moment I should start the burn? At T-0, right in the node? At T-15, halfway? At T-60, after warp end?
  16. I actually felt a chill in my back the first time I spoted the thing.
  17. What i did: Use 8 side mounted engines and a main engine on the back of the base module. Once the landing starts, turn off the main and on the side rockets. Adjust thrust limit on the one's that are pushing too hard and try to keep it even, you should have enough time to check which rockets need compensation. Sounds complicated but it's actually simple, becames routine after the second module of your base.
  18. Detaching a part in orbit because a tourist didn't pay to land on Mun is a supreme dick move and i like it!
  19. You may need the Advanced Tweakables option ON for this to appear.
  20. Use senior docking ports for big structures, and remember to auto strut once the new part is added so the station is less wobbly
  21. Surely Vectors are the problem, they have too much gimbal power, and after cutting throttle the rocket will spin. Try 1) reducing Vector gimbal 2) not cutting fuel suddenly, turn them off slowly 3) having a s***load of torque with reaction wheels and/or monoprop
  22. Second decouplers won't work. One piece can only have one parent piece, in the case of a fuel tank, it's just ONE decoupler, and that one decoupler also has only one parent piece. You can however use struts, as many as you like, thy will make your craft wobbly-proof
  23. Hello everyone, I started a new career with TAC installed and i'm hitting a wall with oxigen, water and food in the early game, they deplete too fast and I have no parts to tackle the issue, any suggestions? Another mod maybe?
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