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Vanamonde

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Everything posted by Vanamonde

  1. All the controls are listed in the settings menus, so you can see what they are and/or change them there. There's also a page on the game's wiki, http://wiki.kerbalspaceprogram.com/wiki/Controls, but I haven't checked to see how current it is.
  2. If you choose "end flight" from the esc menu, the ship will vanish, but the crew go back into the manpower pool to be selected for future missions.
  3. Ablative landing gear? Bit tough on the crew/payload, don't you think?
  4. Funny you should ask. I've been on a small-building kick lately. Rover: Can put a satellite in low orbit around either of Kerbin's moons: Open-air plane: Orbital escape seat: Yeah, I don't get the fascination with building mountain-sized craft that make your CPU cry.
  5. If you already have RCS, you can also hit the N key to press straight down and help "stick" the landing.
  6. Getting a rocket into space requires a lot of thrust and the minimum fuel-weight that will get the ship up there, but travel once you're already in space is VERY different. There, fuel efficiency is the critical factor, so you want a lot of fuel and the minimum thrust that will get the ship to the destination. Build your mission payload, dock it in orbit to some fuel tanks, and add just a few LV-Ns, because those are the most fuel-efficient engines.
  7. Currently, KSP wings only generate lift if they have an angle of attack greater than zero, so you can try giving the wings a slight angle-up toward the front, or make the front landing gear longer, and that will help get it off the ground. More/larger control surfaces toward the back might also help, though putting those at the front can cause problems. Once in the air, however, that plane might have stability problems because the center of lift is ahead of the center of mass. That does help get the nose up for takeoff, but tends to KEEP drawing the nose up while you're trying to maintain level flight. It also appears that the center of thrust is slightly above center of mass, which will cause a bit of torque to force the nose down. Try place the engines lower. Last but not least, wheels at the very back become a fulcrum and turn the length of the plane into a lever that presses the nose down. Try moving the back wheels farther forward. Nice-looking plane, though. I'd like to see pics of it from other angles.
  8. Build landers with wide bases, like these, and if you have RCS and ASAS installed, they will fight to keep the lander from tipping over.
  9. One thing you could do is refrain from bitching out newbies and our foreign correspondents out of a mis-placed sense of your own superiority and self-righteousness. Before setting yourself as the language arbiter, consider the facts that your own post is missing a comma, and there is no such phrase as "could of" because that is a mis-pronunciation of the proper construction, "could HAVE."
  10. Are you in the VAB? If so, change the symmetry before picking up a part to place. If you are in the SPH, the only options are 1x and 2x symmetries.
  11. I used to have a nasty bug that caused the game to crash over and over again. That's been fixed, thank god, but out of habit I still spam the F5 key to minimize the progress I'd lose if the game crashed. Reach orbit, F5. Circularize orbit, F5. Make Munar transit burn, F5. Attain Mun orbit, F5. Circularize Munar orbit, F5. Etc., etc., etc.
  12. As for alignment, there nothing you can do except undock, back off, and dock again, hoping for a better alignment. As for part count, that's enough RCS propellant to supply a whole space program for a week, and enough batteries to power that program for a month. You could probably get by with one battery, and one RCS tank would certainly last you quite some time.
  13. I just let the thrusters pull from any tank they want, then transfer propellent to a sub-ship before releasing it.
  14. Today I flew one of my tougher dockings. The core of my semi-successful interplanetary ship (left) met the drive section of my new ship (right) to transfer fuel.
  15. The OP already apologized for his English, so the scolding tone is unnecessary. People, PLEASE remember that a great many players of this game do not come from English-speaking countries, and it takes no extra effort to be welcoming to them.
  16. Your ambition is impressive, but why not practice getting to orbit with small ships before trying to build an all-purpose jumbo launcher?
  17. I would love a GOOD Star Trek series, but I have to say that I haven't liked any of them since Next Generation, and even it ran hot and cold. And that Abrams clown shouldn't be allowed anywhere near the name of Trek, because the tripe he's making is about as similar to ST as Lost in Space.
  18. This is the first game I was excited enough about to bother trying it. I suspect that's true for many others.
  19. I am talking about the bouncing/skittering issue you raised in your first post. I can confirm that it happens with the others. While the wheels have interrupted contact with the ground, steering and braking are reduced in effectiveness, but not nullified. Steer into the skid and hit reverse to at least help prevent rollovers until the wheels find purchase again, or don't. I'm not going to hold a gun to your head.
  20. ASAS does very little by itself, but it calls upon any installed control surfaces, gimbaled engines, and/or RCS to maintain the ship's alignment.
  21. Gilly's gravity is so low that sometimes the weight of your lander is not enough to provide friction to keep the lander in place. If you have RCS on your lander, trying hitting N to push straight down and force it to stick.
  22. All rover wheel types will do this, to one extent or another, depending on your speed the steepness of the slope you're on. Just steer into the rotation and wait for it to steady up, as braking will cause all kinds of mayhem. Hitting "reverse" rather than the brake will slow you less violently, but also less effectively.
  23. Because the game's current aerodymanic system is a placeholder, KSP wings are not airfoils, and the angle of attack is a primary factor in determining how much lift they will generate. So yes, at high altitudes where the air gets thin, you will need to fly at a significantly nose-up posture for the wings to function effectively.
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