

s_gamer101
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In KSP 1, I once found a way to make a rover that can drive up 90 Degrees slopes using an uppwards-facing engine that pushed the rover to the surface. This should work in KSP 2 as well. That's why you should always test your stuff before you send it anywhere. In KSP 1, I always used cheats to teleport the vehicle to the destination for test runs and then reverted the flight once I was done with testing. That way I made sure everything works in advance. And then I flew the actual mission without cheats.
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Space flights with docked vessels
s_gamer101 replied to lux7328's question in KSP1 Gameplay Questions and Tutorials
Use autostruts Avoid building the ship in the shape of a noodle Maybe use Clamp-O-Tron Sr. docking ports if you aren't already doing that -
A question about parachutes
s_gamer101 replied to miklkit's question in KSP1 Gameplay Questions and Tutorials
Was the velocity safe for parachute deployment? Were you actually at the deployment altitude or lower? If the answer to the above questions are both yes, do you have any screenshots showing the issue? With the given information I can't really make a diagnose. -
How could I find a magic asteroid?
s_gamer101 replied to Aeolica's question in KSP1 Gameplay Questions and Tutorials
I believe you could also "cheat" by editing your save file to turn a regular asteroid into a magic one. But I've never done that before. -
I fully agree. Procedural wings can be a very useful thing, but for some designs the good old KSP 1 stock wings would be still better. I want to be able to give my aircrafts wings that have rounded corners like those big space-shuttle-inspired delta wings in KSP 1. And wing panels were always nice to make some good-looking designs. I don't see a way to form the current procedural wings into such a wing panel.
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Things in KSP1 that I miss
s_gamer101 replied to weirdfish's topic in KSP2 Suggestions and Development Discussion
TWR readouts in VAB for each stage The ability to lock fuel tanks Burntime readouts for each stage -
Just a submersible, but built in 1775 https://en.wikipedia.org/wiki/Turtle_(submersible)
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EVA Controll not working
s_gamer101 replied to ravixbwo's question in KSP1 Gameplay Questions and Tutorials
In the stock game, the jetpacks haved their own type of fuel called "EVA Propellant" -
Base overheating then returning from suborbital flight.
s_gamer101 replied to magnemoe's question in KSP1 Gameplay Questions and Tutorials
I'm not sure if I understand you correctly, does your base explode when you return from a suborbital flight with a lander? Are you sure it is really overheating and not exploding for another reason? -
EVA Controll not working
s_gamer101 replied to ravixbwo's question in KSP1 Gameplay Questions and Tutorials
Remember that infinite fuel does not fill empty tanks, it just makes that the amount of fuel in the tanks doesn't decrease. If the tank is empty it isn't goning to work, even if you have infinite fuel activated. -
Moving around Space centre delay
s_gamer101 replied to jack186k's question in KSP1 Gameplay Questions and Tutorials
When you hit the "launch" button in the editor, colliders and rigid bodys have to be loaded for every part, the UI and the entire physics simulation stuff has to be loaded too. The game does a lot of work loading all this stuff which might take some time. Do you have a rather slow PC? -
S-32 complete, now for an upgrade!
s_gamer101 replied to JetGoFast's question in KSP1 Gameplay Questions and Tutorials
Put small nosecones (0.625 m) on the empty construction nodes at the back of the rapier engines, with KSP's aerodynamic model this will be more aerodynamic - yes the end where the flames are coming out, trust me, as long as you take the small ones, it should be fine. I do that on almost every rapier SSTO. -
I'm playing KSP for a while now and I once did a trip to Eve and back, learning some stuff on the way. I see a lot of people struggling with Eve return missions and I noticed that I have a few tips that would be helpful for many of those people, so I decided to write a guide about it. If you see any errors in it, feel free to ping me. Who is this guide for? Before following this tutorial, you should have already done other manned interplanetary missions (with safe return to Kerbin) and you should be able to put a few hundred tons payload to LKO in a single launch. Useful mods: You might be able to complete the mission without these mods, but I highly recommend using them since it will make stuff easier. Trajectories RCS Build Aid Kerbal Engineer Redux Where to start (and where to not start) The challenging part of the mission will be the journey from Eve's surface back to Kerbin and not the other way. You should begin by designing a vehicle that can get away from Eve's surface. Don't worry about landing on Eve yet. (We'll place parachutes, landing legs and heat shields on decouplers and eject it all after landing on Eve.) For now, just pretend the KSC is located on Eve and you want to design a rocket for a one-way trip to Kerbin (or just to Eve's orbit if you want to do an Apollo style mission). You can do test flights from Eve's surface by teleporting your vessel to Eve using HyperEdit or the cheat menu and hit "Revert Flight" afterwards. Important: Do not start dealing with how to land on Eve before you're completely sure that your vehicle can get away from Eve, otherwise you'll probably waste time designing a landing system for a ship that doesn't work. Apollo style makes lander design much easier since you'll have to carry much less mass from Eve's surface to Eve's orbit, but it is possible to do it without Apollo style (I did this myself). Vehicle design You can refer to the Community Delta-V Map for the delta-V requirements, but the delta-V readouts will not replace a test flight! The Wiki says the following about rocket engines at low altitudes on Eve: However, I remember that this was already written on the wiki before the Making History DLC was released, so it could be possible that some engines from this DLC are also well-suited, but I haven't done further research in this direction. I decided to use the Vector engine because my vehicle quickly became quite big and therefore needed a lot of trust and the Vectors are more compact than the Mammoth. Just pick the one that suits your design the most. For more efficiency you should use asparagus staging. Feel free to put the capsule under a fairing. You can later attach a command pod at the bottom (on a decoupler) and use crew transfer instead of ladders. How to land your vehicle on Eve For landing, we'll need to add a few stuff. Place it on decouplers so that you can dump it before taking off again. RCS Build Aid can display what the touchdown speed will be with the current ammount of parachutes. This may be helpful. Since your design is probably quite big, you'll want to use 10 meter heat shields. You can also clip multiple of them into each other if one isn't big enough. Large heart shields at the bottom will probably cause your lander to flip around during reentry because they act like a very big parachute and force your ship to face prograde. This will lead to your ship being destroyed by reentry heating. You can compensate this by adding even more heat shields at the top of your vessel. These won't serve as heat shields but they'll stabilize the vessel during reentry. If you still have problems, you can try if a prograde reentry works better since you have heatshields on both prograde and retrograde side. You'll have to drop the heat shields before touchdown. You may have to experiment a bit until you find a way to safely separate them. Don't forget to attach the landing legs on decouplers too. Eject them at the moment you ignite the engines for takeoff and you should be fine.
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Surface station - kraken safe?
s_gamer101 replied to Michel_0's question in KSP1 Gameplay Questions and Tutorials
Pretty sure you're dealing with some kind of a glitch here. Therefore I don't think the design of your base is the problem. I've had some weird issues with DarkMultiplayer. Maybe try if it happens in stock too. Also, I think this should go in the subforum for bugs with modded installs and not gameplay questions (you can ask a moderator to move your post, they can do that) -
Just how high of an apoapsis can comets have?!
s_gamer101 replied to Wizard Kerbal's question in KSP1 Gameplay Questions and Tutorials
The answer is: They can have an infinite sun apoapsis. In other words, they can even be on a escape trajectory out of the solar system. Comets are usually always on very excentric trajectorys. In real life, the Rosetta mission that went to a comet needed several gravity assists to get to its destination. -
I feel the need, the need for speed!
s_gamer101 replied to JetGoFast's question in KSP1 Gameplay Questions and Tutorials
Heat shields in front of the wings? That doesn't sound like something I'd recommend, also because it adds a lot of drag (and your craft seems to already have a lot of drag). Maybe you should attempt another design. -
The "You know you're playing a lot of KSP when..." thread
s_gamer101 replied to Phenom Anon X's topic in KSP1 Discussion
If you almost forget about the existence of Astronomical Units -
Gather Grand Slam seismometer data from Eve
s_gamer101 replied to teelaurila's topic in KSP1 Challenges & Mission ideas
I think you won't get much science points for that anyway, because the impact speed influences the amount of science you get for it (if I remember correctly, feel free to correct me if I'm wrong) and impact speeds are usually quite slow in such a dense atmosphere. But maybe I'll try it, I think I still have a Grand Slam Seismometer on Eve from my manned Eve mission. -
The "You know you're playing a lot of KSP when..." thread
s_gamer101 replied to Phenom Anon X's topic in KSP1 Discussion
When the physics teacher teaches orbital basics (what an orbit is, elliptical shapes, hyperbolic escape trajectories...) and you already know everything before he explains it and he then asks you "But you haven't learned that in school, right?" -
Found this video on YouTube today and was like „What? Is this real?“
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Well, actually it had lots of fuel in it and it was used during launch. And also, I didn't realize previously that part count matters here and my CN tower is very partheavy and threfore probably not suitable for this challenge. But maybe I'll submit something else later.
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I'm not sure if I understand correctly - Is 1000 ton the minimal launch mass or the payload mass? I once sent a 1:1 scale CN Tower replica to Minmus and the mass that I sent to LKO was about 2,7 kilotons (the remining fuel included). Would that be a valid submission to this challenge?