Jump to content


  • Posts

  • Joined


22 Excellent

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. No matter what, Bill won’t be able to carry the panel in his inventory. What you’re supposed to do: Kerbals can access ship cargo while on EVA. When in construction mode, you’ll be able to see the ship’s inventory, as long as Bill is close enough to the part holding the solar panels. This way, you can place the panel without having to go through Bill’s inventory.
  2. Adding my two cents, for what it's worth: Personally, I like to place boosters on radial decouplers by: Place the decoupler on the rocket body Pick up the booster, and move your mouse so that the booster is aligned on the rocket body, below the decoupler. Slowly slide your mouse up. Eventually, you'll see the booster do a small "jump" outwards; this means that the booster is now lined up on the decoupler, instead of on the rocket body. Place the booster As others have said, picking up the decoupler afterward is a great way to verify that the booster is actually attached to it
  3. I think I’ve encountered a similar issue when testing my rovers in 1.11.2. On landing, the rovers slid sideways, disregarding wheel input. Even though the wheels are sliding, they do exert a little bit of force. I found that if you can halt the rover and enter (non-physical) time warp, it usually works after that.
  4. Alternatively, add a docking port to the bottom of each segment, and rover-cart them into place.
  5. With 1.12 being the final major KSP update, it seems about time that the wiki gets updated. It feels like the majority of the wiki was written for a player on 0.25 or something. I've started updating a few pages, do others want to join in?
  6. Also, do you have any mods installed? Although I haven't used 1.12 much, I know there's a mod (Easy Vessel Switch) that gives the yellow glow.
  7. Thanks for the replies everyone! Looking at my last ship, my 0.4 TWR was probably overkill and what made it harder to go higher. Do drop tanks noticeably improve dV over normal tanks, or are you talking about full tank+engine disposable stages? I could probably add some docking ports to mount detachable tanks on, but I'm not sure if it's worth the effort and all the debris left in space. The farthest out I've been so far is Jool, and even with a free capture and return from the moons, it still cost about 2.5k to get there; without aerobraking on the return trip, it would probably be 5k for the round trip, before maneuvers there. For the outermost planets, wouldn't the requirement be even higher? Or are you talking about some other way of getting there and back? I think I'll probably aim for this; four parts engine per 24 tons payload seems pretty good.
  8. What is deploying the elevons used for?
  9. I'm making a reusable mothership for those long, interplanetary trips. Playing with (among other mods) OPM and USI-LS. For a NERV-powered mothership, how much dV can I expect to be able to pack in the mothership's single stage?
  10. KSP does not have a built-in “map” of relay stations. The closest thing the game offers is KerbNet. A feature of KerbNet is that some probe cores will offer “anomaly detection”; Kerbin’s relay stations will appear as some of the anomalies detected by KerbNet.
  11. The easiest-to-learn way of getting to Minmus would be an inclination change while in Kerbin’s orbit. Once you’ve launched your rocket into orbit of Kerbin, select Minmus as your target. This will create two new indicators on the map (“M”) view; the ascending node (“AN” on the map) and descending node (“DN”), both in green. These two nodes indicate the angle between your orbit’s inclination and the inclination of Minmus; mouse over the node to get the angle. Now, you want to change this angle to zero. Make a maneuver mode at the nearest of the two nodes, and use a radial (or anti-radial) burn to drop the angle to zero. From here, you should be able to get to Minmus in the same way as you got to the Mun.
  12. OP does grand tours. “Just make the game less hard” isn’t really a good guiding philosophy for that. Regarding part welding, it should still help in some cases. On landers with multiple engines, wouldn’t the loss of an engine mean you have to shut down the opposite engine to prevent asymmetric thrust? That’s two parts which can be welded together, since the failure of one means that both become unusable.
  13. Once you’ve done that, another easy way of getting science is launching a manned pod into a low polar orbit, and taking EVA reports above each biome. You’ll need to be able to get into orbit first, though.
  14. At the scale you’re building at, the guidelines for space station design are probably the best things to search for. The two big rules I remember are: 1) Minimize the number of lights 2) Minimize the number of open docking ports
  • Create New...