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Jerjare

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    Bottle Rocketeer
  1. Career mode gives you a chance to play with equipment you might never bother with in sandbox. Its so easy to min-max things you really take it for granted when you have to use a 'less' efficient engine simply because that's all you have to work with at the moment. They wisely put orange tanks and mainsails at the end of the tech tree, really forcing you to get creative with other rocket engines and parts.
  2. I was thinking one aspect of balance would be to make the transmit times much longer and even more power-intensive. They could also integrate data storage modules so you could gather up a lot of science, store it, and return it home vs spamming it via some UHF frequency. Bigger antennas could have faster transmit times, and be balanced like engines (weaker versions that are more efficient, stronger/faster versions that are resource hogs).
  3. The key to staging is to remember that each stage has to carry everything above it. Your first stage should have the most engines and fuel. Once you get into orbit, you need a fraction of fuel to get to the Mun and back.
  4. I found that completely deleting the game and reinstalling it fixed the issue for me.
  5. Whats the lowest altitude you can dip in planets with an atmosphere, and still maintain orbit? The object is to areobrake on either Kerbin, Duna, Eve, or Jool and drop as low as possible while still able to keep orbital velocity.
  6. "We should really be putting parachutes on these jettisoned stages" "Meh, I like the cool radial patterns the craters leave."
  7. Something we take for granted on Earth/Kerbal is that our planet's magnetic field protects us from dangerous radiation from space. However, poor Kerbals making EVAs or deep space probes will not have the benefit of this protection. Radiation could be modeled in terms of making your Kerbals ill (slowing them down, making them eventually paralyzed by it) and damaging delicate electronic components (reducing their effectiveness or outright destroying them over time). To counteract this threat, special shielding for vulnerable parts would need to be added. This shielding would of course add cost and weight to a craft, making journeys more challenging to make. In addition, special EVA suits hardened against radiation would be needed if you have your Kerbals EVA in vulnerable places. To take it even further, Radiation could be integrated in Science suites- measuring radiation, and having planets/locations that are particularly radioactive.
  8. Just as we can build a spacecraft from the ground up, it would be neat if we could customize the Kerbals' spacesuits. The way I envision this is a separate tab for spacesuit customization. Different suits/components would have different benefits- Onboard power would be limited. Your Kerbal could have gizmos, but you'd have to manage their use in EVA. Your [future career mode] budget would also be limited, so you wouldn't be able to kit all your crew out with everything- you'd need to specialize. At the bottom tier you would have the most bare-bones suit, basically just a bunch of garbage bags duct taped together with a fishbowl for a helmet. Some suits would be hardened against [to be implemented] radiation, or more resistant to impacts. Some might allow for better dexterity if you had to perform science or repairs in space. You could equip your Kerbal with a parachute allowing him to land on an atmosphered planet from space . You could give him varying amounts of RCS pack fuel depending on how much space/weight you need for other things like toolkits, batteries, lights, and sensors for performing science.
  9. I tried to set up the asparagus configuration for a Mun lander- I used 7 of the big orange tanks, set up the struts, staging, everything looks good. But it barely gets off the launchpad before it starts flipping like crazy! What am I doing wrong? When I had them fire all at once I never had any problem, but this complicated staging sequence is giving me fits. I'm trying to use the Mun lander preloaded from Kerbal Space Program (2 stage Mun lander) but its really frustrating. So far I can get a probe into Mun orbit and crash others into the Mun in a futile attempt to land but no Munshot. Any other tips?
  10. o I'm a Kerbal Space Program Newbie, and currently I've managed to crash-land a probe on the Mun and have another satellite in Mun orbit. However, getting a manned mission to the Mun has eluded me. I must admit I'm jealous of other people who have managed to get Kerbonauts on other planets and back. Just getting one to the Mun is proving a challenge for me. I don't have any mods currently- I'm trying to do this with the current version of Kerbal Space Program. I know what I need to do to get to the Mun, its just all the rockets I've designed either dont have the oomph, or they fall apart on liftoff. Any advice on getting into orbit with a Mun lander?
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