nimbim
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Everything posted by nimbim
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It's neat, but I think with the new SAS it almost doesn't matter where your RCS thrusters are.
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Last patch was released around 3hours from now.
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It just takes some extra time and is more efficient in the long run. With OP's point of view it should also be pointless to use Kethane at all, since the time it takes you to set up everything is much longer than simply docking 2-3 ships in orbit or finding a better design to achieve the fuel requirements for a mission.
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Tylo is great for gravity assists and landing efficiently is quite the challenge.
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My SAS gave up! Bug or not?
nimbim replied to RocketPilot573's topic in KSP1 Gameplay Questions and Tutorials
It's a bug, but it is rather rare. Just go to the Space Center and back, no big deal. -
I don't forget them, but FAR+Deadly Re-entry destroy them most of the time.
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[1.3.0] Kerbal Engineer Redux 1.1.3.0 (2017-05-28)
nimbim replied to cybutek's topic in KSP1 Mod Releases
Is it possible for the dV display to account for the fuel in a docked ship? I've never seen it work properly with MechJeb either, is it just impossible? -
Easter eggs are harder to spot
nimbim replied to Galileo Kerbonaut's topic in KSP1 Gameplay Questions and Tutorials
http://www.kerbalmaps.com/ has all the anomalies with coordinates. I've only ever spotted 1 mun arch on my own, so in my opinion finding them is just as tedious as before. -
I'm pretty sure parachutes will become a priority once a new aerodynamic model has been implemented, until then I don't see a problem with the current ones.
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Visited every Joolian moon and returned the flyby experiments for 1975 Science.
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I've sent ~100 pieces of debris in a 100km retrograde orbit. No luck yet.
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How to get to Eeloo without docking?
nimbim replied to 99TheCreator's topic in KSP1 Gameplay Questions and Tutorials
Eeloo is one of the easier targets. You need roughly 2500-3000m/s delta v including corrections to get there, 1700-2000 for landing and returning to orbit and 1200-1500 to get back to Kerbin. 6,5km/s delta v should be plenty. -
What do you think about new KSP 0.22 preview viido?
nimbim replied to Pawelk198604's topic in KSP1 Discussion
HarversteR already said that we will be able to keep our sandbox saves. R&D will only be relevant for career mode. -
First of all, Moho needs the most delta v out of the planets, just like Mercury. To rendezvous with Moho and Eeloo it is indeed easiest to go into a solar orbit and plan your transfer maneuver from there. However, it will be less efficient than 1 direct burn to the target from Kerbin. With enough patience you don't need to adjust your plane very much, but matching Moho's plane will make the rendezvous so much easier. In short, Eeloo needs lots of patience (distances) and Moho needs lots of delta v.
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I had the same problem a while back. Nothing you can do about it, in sandbox mode you have to set your own goals and if you don't have any, just do something else. Also, enjoy your real life productive hours while you have them, when 0.22 hits you can fully immerse yourself in the challenge that is career mode.
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I planned a Lander+Carrier mission to Vall, Bop and Pol. Only the lander had a NERVA, the carrier RCS fuel to dock again. After having landed everywhere I would return by undocking the 3man capsule from the carrier and docking it with the lander, thus making only the return part a bit inefficient, since the lander had the 2man lander can attached. I got into orbit of Vall, only to undock in a highly eccentric orbit, which I usually do to set up an easy rendezvous afterwards. However, the Carrier didn't have the engine, so rendezvous was impossible. I killed every Kerbal involved to remove the evidence.
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I voted "Jool is a joke to me!", assuming it means you can do anything in KSP without trouble. By now my missions are only determined by how I want to do them, i.e. build a super efficient design or assemble a big ship in orbit that has shorter burn times. Can't wait for R&D so you can't just slap a NERVA on everything.
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4x Clampotron or 1x Clampotron Sr? (NOW WITH TEST DATA)
nimbim replied to Burninate's topic in KSP1 Discussion
Sr. can take a lot more stress, I use it for everything except tiny tiny things that I hardly ever build. -
First a general tip for your rocket designs: Winglets need to be near your thrusters, the sets you have installed in the mid- and top-section actually make your rocket less controllable. An easier to fly design could rely on a smaller last stage, i.e. just 1 orange tank with a Mainsail. Use 2 orange tanks stacked as boosters, that will give you a longer, consistent burn to get most of the way into orbit. Disable gimbal on everything except the center Mainsail that you use the entire time. And struts.
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You can set your space craft to the debris category, once you have rescued your Kerbals.
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I present to you the Kerbotel. It can house up to 32 Kerbals at a time.