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Sof

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Everything posted by Sof

  1. If you have more than one SAS trying to exert torque in perpendicular directions, they'll start working against each other, and the fighting creates oscillations which eventually rip the station apart.
  2. I'm sure NASA made their own special version of KSP
  3. There are mods for expanded biomes too. In the end, you can get enough science in the Kerbin system alone to max out the science tree. For the rest of the solar system, the multiplier alone for a return trip makes bucketloads of science. Multiple biomes will just mean 100% completion from a single mission to Duna. Therefore, apart from different words, the extra biomes won't add much to the game at this stage, and who really cares if the writing isn't different for a crater on the equator of Duna as opposed to its ice-caps. You can see the difference and have proof yourself for the exploration. The aerodynamic model needs to be more realistic. I like modding my KSP, but ultimately that is to simply add to the game. FAR is the only mod I believe actually fixes it.
  4. That's almost exactly the same spaceship design I used to dock for the first time. Enough RCS to fly yourself to the Mun and back, all used for docking...
  5. The speed listed in the description is the surface velocity at which the wheels will explode and probably kill your Kerbals.
  6. The main point I would make regarding rovers is to remap the controls to a different set of keys if you want to use a capsule as a base or install an SAS unit. (you can always just disable torque now, but that isn't always what you want. Also make sure the SAS unit is pointed in the direction of travel) The default controls for steering right or left are also the torque controls for rolling right or left. As kerbal kars are notoriously unstable at the best of times, actively rolling your vehicle when turning just guarantees you'll explode whenever you make sharp turns. Also worth noting is that you'll often find you roll head over heels under heavy braking. Or even the opposite and you do a backflip when trying to accelerate up a hill. Disable the brakes for the front wheels and have the motors for them on a toggle. Disable the steering for the back wheels helps with control, although you won't turn as fast. I remap the steering controls to the RCS translation controls (ijkl). This way, if I turn on the RCS whilst driving, it tends to helps me. "I" pushes the rover down keeping grip. "J" and "L" also push against the roll when turning left or right. This way also leaves enough room for 2 handed driving with the left hand on the rotation controls for a bit of extra stability when turning at high speed in low gravity.
  7. I don't get why people choose to play a buggy, low definition KSP where it takes ages to do anything "fun" and in the process manage to rip out the soul of the game by changing it into something that it was never supposed to be...
  8. Ike's SOI lies over Duna's plane overlap with Kerbin. On any hohmann transfer from Kerbin to Duna, you'll cross the SOI of its large moon. It also lies at such a distance, that crossing the orbit of Ike also takes a while so the chances are that you will intercept Ike at some point.
  9. Fill the entire sphere of the Kerbol system with EVA'd kerbals (Yes, all 53000000000000000000000000000000000 Kerbals) and then replace all the space music in the game with Kumbaya.
  10. I'm pretty sure you just need to unleash the kraken, and have something fly off at many millions of times the speed of light.
  11. It would be very tricky to do since 3 of them lie significantly out of plane in their orbits. However, I see nothing that would actually stop you due to the game physics.
  12. Well its going to be another day now that you asked. Squad are very spiteful like that So, cheers dude...
  13. I'd say KSC. It's pointless, not hard at all and will just end up making all subsequent launches lag. The other places are difficult to be sure, but not necessarily "bad"!
  14. I would suggest looking at the keyboard shortcuts on the Wiki So many times I've been all "I wish you could do this easily" only to find out later there has been a key for that since the demo.
  15. The main gripe I have is the way that plane parts are unlocked. Spending science on the middle tree is a waste of time early on. You gain nothing useful (after the first set of flaps) that could help with the science progression.
  16. Used it today (for the first time) rescuing a mk1 pod full of science and a kerbal that had ended up on a Kerbin escape trajectory after leaving the Mun. Good practice for Asteroid captures methinks
  17. I always make sure my Kerbals have a way out. The abort button is always properly wired up. Every mission is designed to make it home. The rare occasions that they do die is mainly from aeroplanes and parachutes breaking off. No deaths in 0.23.5
  18. I do several missions at once, and with TAC life support I do have to pay attention to the time. Kerbal Alarm clock helps with that immensely. However, I don't have more than one manned interplanetary mission going on at any given time. Considering how monumental a mission to Mars would be IRL, I highly doubt they'll have a second mission to Venus going on at the same time. Lots of probes, but one big mission at a time. Kerbal kind don't ever advance to the age where interplanetary space travel becomes the norm.
  19. I had reported this a while back, but they know about it and it isn't a serious issue. Crossing SOIs will give you a weird trajectory in the map view for a few seconds (and it'll show up in mods like protractor) but it doesn't affect anything. There is just a short delay between the escape point and the intercept point of the next thing.
  20. I don't know if this is a bug or not, but I'm having trouble landing the 3 man pods. On my way back from a Mun mission with the 3 Kerbals in the pod, and set my periapsis at 30km, which worked perfectly for the single man pod. Only this time they barely slow down at all. The apoapsis is still near Mun orbit and the pod was still going around 3000ms. Tried again lowering the periapsis to 20km, but deadly reentry just made the pod explode going in that steep. What is going on? Do I have to slow down the bigger capsules first because they're too heavy or what? It seemed strange to me that the atmosphere was barely slowing it down even though there was plenty of fiery stuff. (It did lower the apoapsis a bit, but the same journey with the little pod would land it on Kerbin)
  21. Make sure your rocket has a decent TWR first. On the vanilla drag model, its best to keep speed low and head directly up until you hit 10000m, then pitch 45 degrees as fast as you can without spinning whilst throttling up to full power. The atmosphere on Kerbin decreases in density every 5000m above sea level. The first 2 "blocks" are quite thick so you want to spend as little time in them as possible, and waste as little fuel on drag
  22. No manned missions without return journeys, life support mods etc, build realistic looking rockets (FAR compatible basically)
  23. Erm, you can science transfer now. The Kerbals need to do it manually AFAIK but you can now.
  24. You're trying to drive over ice on a moon with very little gravity. What exactly is supposed to provide the friction needed? (Not sure if KSP models different ground frictions) Build a heavier rover to go on smaller moons and planets.
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