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Posts posted by Anonymous49
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made it shorter, still flipped...
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2 minutes ago, FruitGoose said:
Yes you did, I was being sarcastic and missed off “instead”.
Might have to scrap the concept or make drastic changes then. Some design ideas just don't work regardless of what you try
how to change it??
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11 minutes ago, FruitGoose said:
I agree about the drag (draggy items on lifting surfaces == covering solar panels with huge lights) but also you don't have anywhere near enough lift areas for me. I like to design mine so the wings have at least the same area as the body (think would it glide if no power).
TBH though, that thing looks so long if you launched from the vab launch pad, the nose would probably already be in space
SPH didn't I say it?
still not working, looks like a bone now
not working still
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40 minutes ago, RealKerbal3x said:
@Anonymous49 Exactly that. You've got way too much drag in the back. I don't think you need that many intakes, while I don't recognise the circular intakes you're using they'll probably be enough on their own and you should be able to get rid of the radial intakes and reduce your drag.
You could probably also put those RCS tanks and batteries into a cargo bay to further reduce your drag.
ok
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i had a small mk2 spaceplane ready in the SPH. I wanna fly it. Into orbit. I've flew quite a number of planes (2 to be exact). One of them is the 4 engine commercial jet and the other is a failed single juno powered plane. While as I wanted to continue to push this forward, I unleashed the new jet plane - The Fighter 1 SSTO.
The 4 panther engine and 2 swivels give a good amount of thrust, After reaching 100m/s I took off but then many drag came from the front according to the aerodynamic forces thingy (F12). There was a ton of drag at the back but basically nothing that gives drag in the front. What's the problem? Thanks!
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Uh I don't think this is a tutorial. This is the windows thingy not ksp. Think you should put it as a WINDOWS tutorial not a KSP tutorial
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i was just asking...
i used a question mark, didn't I???
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is this dead?
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5 hours ago, Vanamonde said:
Download? Did you mean to include a craft in this?
yeah
4 hours ago, paul_c said:Why launch into 80x80km orbit? Why is 14km Pe at the Mun the best?
To match the delta v map. 80x80km orbit is LKO and 14x14km is the Mun's low orbit
I forgot to include craft manager so maybe after I launch this test with the science lab. I need to close ksp
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37 minutes ago, VoidSquid said:
Hmm... as per the Wiki, thrust atm (kN):
Mainsail 1 379.03
Twin-Boar 1 866.67
Clydesdale 2 948.936Rhino 1 205.88
mastodon?
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Remember to read this first!
We finished like everything in kerbin that gives science, except for things like visiting the poles or landing on badlands which is super hard and unefficient.
Lets do something fun! Why not?
Exploration.
Download this craft.
Put Jeb as pilot, Bob as scientist, Bill as engineer. Bill is relatively optional but WE NEED XP!!!! FOR EVA CONSTRUCTION!!!!
Anyways, launch it into a 80x80km orbit like normal.
Rotate the screen so the mun its in 3 o' clock, moving anti-clockwise
At 6 o' clock, set up a maneuver node, the PE should be under 60km but above 10km, 14 km is best
Do you injection burn half the time before the node
shutdown your engine once your PE is good.
Once you're at mun's SOI but over 60km, do your science experiments like normal, including EVA report.
Put them into the ESU, EVA Bob to restore them
At the PE, burn retrograde.
Our upper stage engine is SUPER efficient and can burn over 20 minutes.
Try to get a 14x14 km orbit.
Make sure the orbital inclination is at 0, if not set a maneuver node a change it, you can check the map view
Use mechjeb maneuver planner --> change inclination to perfect it
Retrograde from PE decreases the AP, retrograde from AP decreases the PE
try limiting your thrust limiter to make it circular.
Once your orbit is under 60km, do all your science experiments and store them in the ESU.
Restore the science Jr and a Mystery goo.
EVA Jeb and do a EVA report in those biomes:
1. canyons
2. east crater
3. east farside crater
4. farside crater
5. highlands
6. lowlands
7. midlands craters
8. midlands
9. northwest crater
Once finished, burn prograde from the farside of the mun and target for a Kerbin PE of 30km.
Conduct a material study and a GOO unit above 250km in kerbin
No more science, retract your antenna, ditch your second stage and use the ablator from the bottom command pod to dissipate the heat.
Recover the vessel.
With over 500 science, go for heavy rocketry, propulsion systems, space exploration and advanced exploration.
Why no advanced electrics.
No worries, we will get it very soon.
Our science lab will do the job
So we went for advanced exploration.
THIS should do the job.
Launch it into orbit and take a bunch of EVA reports (Only EVA the pilot, the rest should be scientists) and crew reports.
Turn them into data by clicking on the green button
If it's a EVA report keep the experiment (Should say 0.0 science, that's normal)
get in the pod
Right click on the pod and click on review stored data
Click on the green button and there would be data in the science lab, turning it into science.
While flying in the air (flying low and flying high), take more data by taking crew reports
At space, take a crew report.
Take EVA reports in the following biomes
1. Shores
2. Water
3. Grasslands
4. Mountains
5. Deserts
6. Highlands
Right click the lab and level up the kerbals
Before we continue, finish your tourist contracts.
No science needed, yet.
We just need the money and not lose money and reputation because we time warp too much
Land in highlands after 1 tourist mission and take a surface sample for 2.3 science
We now have 120.4 science
Do a rescue mission
Accept a Explorer kerbin contract, it should tell you to rendezvous and dock.
Do the rescue mission first.
Download this craft.
Set the craft you need to rescue as target
Wait till the target is flying over the desert and launch it.
Aim for a steeper trajectory.
Take a crew report while under 10000 meters and above the water
get a circular orbit
once you're close, set a maneuver node.
Turn lights on for a better visibility
prograde or retrograde a bit until a close intersect says 0.0km
once you arrived at the node ignite your engine at 10% thrust
Once you are around 100m transfer the pilot to the cabins
once you are around 80m use the [ or ] keys to switch to your target and EVA him/her.
Use his EVA jetpack to go to your original craft.
get in the original craft
transfer the rescued kerbal to the cabin and your pilot to the command seat and land
For a bit more science take a EVA report in the upper atmosphere
Take a part test contract for 1 science
It should be a contract on ground
finish it
Now there shouldn't be any contracts active but the Explore kerbin one, which doesn't expire
Go to the tracking station
Terminate the empty ship - we already brought the kerbal back home
Find our vessel which should be named SCIENCE!!!!
On the left hand side, double click it.
Time warp to 100000x
right click the science lab
once there's 350-350.1 science, land it
takes around 2y, mines is 2y89d
What's yours? Comment down below!!!!
Lets land in the water, no matter west or east of ksc, just target the land in front of it
while flying above, take a eva report around 1km above the water
take a eva report and a surface sample when swimming in the water
Recover vessel
With exactly 510 science, lets upgrade again!
Go for precision engineering (for decoupler, cubic struts and probe core), advanced electrics (for solar panels) and advanced flight control (for rcs (for docking)).
We should have exactly 100 science
Now we want to finish the docking
This seems a good craft
For me in space, I undock the small probe core with my pod
Then with the pod, I keep on hovering, playing with engines (of course in a stable orbit and within the physics range)
Then I flip the thing around and rendezvous and dock back with the probe
If it didn't have a tick, use cheats
go to the ALT+F12 menu
Contracts --> Active --> Complete.
Land it.
if you used cheats then add 12000 funds
Quit to main menu
Go to Kerbal Space Program --> saves --> (name) --> persistent.sfs
Find for sci = 108.0
Change it into sci = 109.0
Then do this, we want more scientists for our next mission
If the guy you've rescued was a scientist, skip this part
Search for "ROSTER"
Find for the kerbal you've rescued earlier
Under traits, change him from whatever it is (Pilot or engineer) to scientist, remember to type it correctly!
save it
quit ksp and open it again
Upgrade the astronaut complex and hire 2 scientists
Complete a rescue mission
make him/her a scientist (if he/she is not)
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uh... I cannot youtube, so sorry, i cannot take this help
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9 hours ago, SunlitZelkova said:
Hello,
I have been trying to build a replica of the UR-700. A problem has arisen where due to its massive size, it is virtually several different rockets (not boosters, full fledged rockets) packeted together. As a result, it is too heavy to lift off.
It has six Rhino engines right now and weighs 1524 tons. My question is-
Is there a way to build such heavy rockets that will fly?
that happens if you have a too small twr. Don't use rhinos use a bigger engine like the mammoth.
or if not the mastodon engine
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Please note that this thing took around 3 weeks in total.
Planning: 7 days
Eliminations: 1 day
Try but fails: 1 day
Writing & doing it at the same time: 11 days
7+1+1+11=2
20 days in total
I seriously don't hope that it will die within a day after 20 days/almost 3 weeks of work.
FULLY original, NO youtubing
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I... don't wanna complain, don't wanna say bad things, don't wanna criticize.
Just have a super simple question: How to do Tip 1?
If you want to ask how I made tutorials I can tell you. You might not understand. It takes weeks, or even months. Like my "Early career games" ones took something like 3 weeks of posting & editing. The "Getting more science" is easier and only took something like a week.
This is how I did it, since I cannot youtube. And also just some extra information is that I heard that they are outdated.
I go into the wiki, I don't follow those useless old tutorials that the community made in the wiki. I go to wiki.kerbalspaceprogram.com/wiki/Science and wiki.kerbalspaceprogram.com/wiki/Technology_Tree, scroll out everything that gives science. Then scroll out delta v maps, wiki.kerbalspaceprogram.com/wiki/Kerbin and stuff like that. Mark my plans in a document or something like that. Try to do some proofreading, shorten a bit of time and stuff like that. Redo the same step again with a different plan. I did something like 2 or 3 for "Early career games". When I found the fastest, cheapest, easiest one I delete all the old ones, open a new career and then type it in the most understandable way I can.
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WOAH... Never saw a tutorial as great as THIS
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Please note that the orbital launcher and the HEO rocket follows the ariane 5 design but uses liquid boosters since they're efficent, i don't wanna use 4 gigantic thumper boosters...
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10 hours ago, JedidiahB said:
When rendezvousing with another craft I cant seem to get the markers to show up. I get the approach markers but then when it comes to the EVA step even with the ships 100m away from each other I cant see it and there are no markers around it.
They are like 4 little yellow L's that make a box around the target.
Please advise.
press f4
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22 minutes ago, The Doodling Astronaut said:
Great tutorial BTW
thanks, btw i am still working on it. Still making pictures, they're complicated. I had a similar design that will give a ton of science in kerbin. Coming out soon
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8 minutes ago, Gargamel said:
Relax. Nobody reads those ratings, and we're pretty sure they're broken and show random values.
ok
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What do you guys even want??? Everyone is giving bad rating but didn't say anything about improvements
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to whoever rated under 5 stars for this tutorial, what improvements do you want
Getting to orbit.
in KSP1 Gameplay Questions and Tutorials
Posted
Use MJ