Jump to content

`digitaL.braVo

Members
  • Posts

    12
  • Joined

  • Last visited

Reputation

3 Neutral

Recent Profile Visitors

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

  1. I guess when I think of bigger I think of feasible... I don't like the term realistic because KSP sheds enough of that in normal operation as it is. Eventually big things just become unfeasible as far as their launch characteristics. They get into orbit... the way they do it is often silly. Unfortunately no. 1.3.1 I forgot to mention I ended up just stacking a chunk of a space station core with a Mk2-3 command pod and 2 pilots. Total free seats were 7 and it allowed me to dock and retrieve my busy-bodied engineers. It wasn't a good solution but it worked where it needed to. Still looking for ideas! A plan to shuttle kerbonauts up and back quickly/easily would be nice.
  2. I forgot to explain the limitations! (Silly of me) I play in full sandbox with nothing too particular. I like to keep the limitation of "make it as reusable as possible" not for any particular reason beyond my own attachment to the challenge. As a baseline: before I deorbited the last space station I sent up a rocket with 4x command pods on it and EVA'd the kerbonauts to it. Then used RCS to deorbit the pods. Worked fine but felt a bit ridiculous. I guess an overly-large craft would be a "turn off." I also don't want to install too many mods to achieve it. I'm mostly stock parts with a space station pack, real chutes, etc. I run 1.3.1 if that matters? These are both interesting. Since I didn't place any restrictions they certainly look like they would achieve my goal, however, they both seem quite a bit larger than necessary! Like I said I'm looking for inspiration as much as craft files so keep the suggestions going! This is very interesting... How does it dock and/or return to Kerbin?
  3. Right now I have a need for 6 crew but this isn't the first time I've had this need (and it has been larger like 12+ before.) Again just looking for ideas on how you fellas move large numbers of kerbonauts without largely wasted mass. Cheers.
  4. So I have a space station in orbit and I realized I brought too many engineers (damn guys keep finding problems to "fix" yknow?) I'm looking for an idea I can put on top of a rocket that is capable of docking with my station and reentry safely after exchanging crew. Or, more broadly, what sort of craft do you use to get lots of kerbals into orbit quickly? Here's my station for the sake of showing it off
  5. Today at 1230 I successfully docked a science module to my growing space station! It was actually a second attempt as my first one chose to vanish randomly...
  6. I bought KSP 4 months after it went early access on Steam in 2013. I only have 100 hours on my Steam account to date (probably half that in the last few weeks...) I had to wait a LOT of the game out as when I picked it up it was so new many features we appreciate today were dreams of the future. It finally "got me" about a week or two ago when I decided I'd learn how to dock properly. I could get stuff into orbit. I could circularize (although now I'm far better at both of those tasks than previously...). I did my FIRST EVER Hohmann transfer to the Mun last week and then parked 2 comms satellites over it. Then I immediately started building a space station (which has been a massive success so far.) Huge shout out to some of the more popular YouTube personalities for really breaking down "how" and "why" many of these things work. Including designs and helping show how things are built.
  7. Asparagus Stage. That is: until they change the rules on us and it becomes a lot less viable. (I play sandbox for fun right now, not a full career.)
×
×
  • Create New...