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Everything posted by Cerberus738
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You must be too close to the ocean!! Alberta is better!
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I made it down to +400m before i exploded. The "surface" disappeared and turned into a black void around 5k if i remember correctly. As far as escaping the atmosphere... you better plan to go shallow. You could pack up a few probes with 5km/s dV and launch them ahead to see what depth they can escape from.
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Lenbart Kerban rescue
Cerberus738 replied to Tbot07's topic in KSP1 Gameplay Questions and Tutorials
This should be stickied or something. This question comes up so very very often. -
will my craft still be stock?
Cerberus738 replied to lukeoftheaura's topic in KSP1 Gameplay Questions and Tutorials
I would consider it stock if someone can load the vessel with no mods installed. Meaning no non-stock parts! -
Do you have a joystick? Sometimes recalibrate it fixes that. Or you need to set dead zone higher. My joystick constantly caused roll in all my craft. Sometimes just moving the stick would be enough to fix the random roll.
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Not enough fuel for return trip
Cerberus738 replied to Meta Jonez's topic in KSP1 Gameplay Questions and Tutorials
You could load all the science onto your pilot and have him EVA the last 300m/s to orbit. Then a rescue mission is much simpler. Pretty sure Kerbals have 500m/s in their jet packs. -
Eve takes more dV to launch from than kerbin. In fact I think it takes about 3 times more. 4500m/s to launch from kerbin. 12000m/s to launch from eve. If you check the challenges thread you can find some examples of ships that have launched from eve. I've done it..... once was enough.
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Which tech to unlock next?
Cerberus738 replied to bitslizer's topic in KSP1 Gameplay Questions and Tutorials
Personally i would go for the seismic sensor. Nuke rockets (Second choice) help a lot of interplanetary but Duna or Eve take so little deltaV to reach that any of the other engines will work for a mission to either. or both. Then after those missions you should have enough science to unlock everything else. Ion engines are a waste of time in my personal opinion. I messed around with them a bit but the burn times are outrageous. They are good for TINY TINY TINY probes and that about it. Turbojets (Third choice) are good... planes are fun to fly but spaceplanes are annoying to get into orbit -
You can toggle destructible buildings in the difficulty menu. Otherwise you need to make your plane lighter You might be able to support it with launch clamps. Pretty sure it's the drop during physics loading that destroys buildings. In the SPH position the plane with the wheels touching the ground and some launch clamps and you might get lucky
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Devnote Tuesdays: Go Play Economic Boom!
Cerberus738 replied to SQUAD's topic in KSP1 The Daily Kerbal
It gets better every update! -
[1.0.2][May17] SelectRoot2: Fixing stock awkwardness
Cerberus738 replied to FW Industries's topic in KSP1 Mod Releases
I'm using it and it appears to work fine -
How to keep node data up?
Cerberus738 replied to Alshain's topic in KSP1 Gameplay Questions and Tutorials
yeah you have to click them. but it's hard. if you're clicking too close to the orbit line it keeps trying to place a maneuver. pan the camera so you can click the very edge of the PE/AP symbols -
Space Tug and station wobble effect
Cerberus738 replied to LoganMalone's topic in KSP1 Gameplay Questions and Tutorials
Pull your loads. Make sure to disable gimbal on the engines. They vector the opposite way you want when placed in front of the load. With that said make sure you have a way to turn your ship (RCS, torque...) since you can't use the engines to turn. Also be sure the load is well clear of the engine exhaust. They well destroy your ship and anything placed to close to the engine will block it and create 0 thrust. Another thing you can do is place landing legs around your docking port so that when you extend them they stabilize the load you want to move. Quantum struts mod allows you to add struts outside of the VAB with an EVA Kerbal. Another suggestion is to assemble at your destination. Less mass means less wobble -
science transmission efficiency
Cerberus738 replied to Stealth2668's topic in KSP1 Gameplay Questions and Tutorials
Honestly I transmit most of my science back. There are so many points available that it's actually more fun to transmit a few points here and there and be challenged by the limited parts available. I still have experiments returned if I have a Kerbal to bring home. Probes baby! -
How would you go about destroying my boat?
Cerberus738 replied to dryer_lint's topic in KSP1 Gameplay Questions and Tutorials
Did you get it?! I'm curious! Post some explosive pictures if you have any! -
help creating a munbase?
Cerberus738 replied to Carlos_media's topic in KSP1 Gameplay Questions and Tutorials
I miss the learning portion already. Once in a while i'll still overshoot a rendezvous... or forget my ship as abysmal TWR and not start braking soon enough. Docking at 50m/s tends to create many debris.... also landing at that speed seems bad too. ha ha ha. A mun base is kind of a big project. especially if you haven't had a successful landing (or... intercept???) I would practice landing with a small probe or single kerbal capsule first. Try it on minmus. It is much more forgiving than the mun and takes about the same amount of deltaV to accomplish. Then you need to design your base with the landing stage in mind. How is it going to be deployed? Sky crane? Will it land itself and then have the engines disabled? Are you going to attempt connecting multiple modules together? If you are then the docking ports need to be exactly level with each other on the ground. Kind of annoying to do but there are many many pictures of people that have done just that. -
To build a spaceship! Any spaceship!! or a spaceplane! Or a Space station! Or a Space Base!! Or even! A SPACE CAR!!
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How would you go about destroying my boat?
Cerberus738 replied to dryer_lint's topic in KSP1 Gameplay Questions and Tutorials
Keep trying! I think your idea is right. Bombing it. But precision comes with practice! You could build another boat and ram the one you have sitting there. It's hard to get enough speed though. Or build some sort of cannon and shoot at it from the shore! Again practice.... -
How to build a 6 wheel rover?
Cerberus738 replied to bigred's topic in KSP1 Gameplay Questions and Tutorials
Am i about to learn something new?! you can just select the whole ship by the root part and save it as a sub assembly?! How have i never tried that before. I've always started with a throw away piece as the root part and then break off the part i want to sub assembly. Very interesting! As for the OP. SPH is the way to build rovers. It gets far too tedious in the VAB. Turning off angle snap can help with some stubborn wheels that show up at funny angles. just have to work at getting them level with your other wheels.