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Everything posted by KingPhantom
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i really love to put lander probes on bodies (without worring about return) and put a remote rover on the lander its great to drive around
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Ever have a Kerbal just stand there, dazed?
KingPhantom replied to tater's topic in KSP1 Gameplay Questions and Tutorials
i had that once a long time ago. i didn't know this forum then... so i edited the save by my own becaue it's easy readable... it tied the "know over" solution but this doesn't work for me. it doesn't matter how fast you drive. the kerbal will stand still -
How do you interplanetary travels?
KingPhantom replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
i tried the KR-2L... a lot of fun... the poodle is nothing for interplanetary. 4 LV-N are better than 1 poodle... or i have to go bigger (radial)... the KR-2L has only one problem: the weight... it's difficult to maneuver and to put it into LKO... but it's fun using it after hours of testing i had a craft with 7000m/s, a 3400m/s lander, 8 LV-N and a TWR of 0.4. dres should be possible with that. (you have to be carefull with the lander so you can reuse the fuel after redocking (for return) -
How do you interplanetary travels?
KingPhantom replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
then i have to use the poodle . but first i will try the beast -
How do you interplanetary travels?
KingPhantom replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
and the KR-2L isn't that thirsty as the other engines (except the LV-N)... hmmm thats really interesting. thank you all for that help! was important for me. i'm happy to try it with other engines. i hope it will work ... the KR-2L looks really nice and more "realistic" like the one the apollo command module used (thats the real world model for it). -
How do you interplanetary travels?
KingPhantom replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
thats because the ISP, correct? LV-N has 800 and the second places have 390... it will use twice or more of fuel... -
How do you interplanetary travels?
KingPhantom replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
so a tons of fuel with deltaV (a real overkiller) will be the best to push it with a KR-2L through space . thx for your help. i have to open my mind and use all the liquid engines... the lv-n has a ISP of 800... its not reachable for everything else... the KR-2L is not way back with 380.... and it has a tons of thrust. so it dont use that more fuel as the LV-N... i will test it with a jool-5-probe. @ aerobraking: i'm extremly bad at aerobreaking. i have to check some videos about it. i don't know the ideal height i have to use for that. and its too risky. in the jool system i break at an orbit like Pol's to go through the moons from the outside... same @ eve. i break way above the planet and orbit in a really hight altitude. -
How do you interplanetary travels?
KingPhantom replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
ISP in two sentences? it's the fuel need in vaacuum, correct? the KR-2L is efficient?... is it possible to use only 1 KR-2L for the whole travel? so i don't need the LV-N?... hmmm... i just thinking about to build a interplanetary stage with the 1-2 biggest tanks and a KR-2L... i only used LV-N for interplanetary because i read that they are the efficient and best way... but with the KR-2L is a lot of fun on the travel . but it needs too much fuel, isn't it? (as the LV-N, or the poodle) edit: the highter the Isp(vac) the lesser the fuel usage? -
How do you interplanetary travels?
KingPhantom replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
SSTO Spaceplane is a thing i failed in every attemp... in EVERY... i dont know how you guys become that into orbit. everytime i have a spaceplan with a little bit of payload (science) in LKO i'm out of fuel :D i will wait to 0.25 until i retry a spaceplane... until then i will try it with rockts. i'm more the rocket scientist (UT3 ) -
How do you interplanetary travels?
KingPhantom replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
great. thanks for all the respones... just some addings from my side: i have 200h KSP so i think i can do the advanced stuff . and the only mod i use is MECHJEB. no other mod needed. i dont want to use kethan or how this fuel-engineering-mods are named... they dont fit the flow of KSP (in my eyes). its good to know to what i have to aim. i will try to get this 0.5 TWR and will check if i can use 1 or 2 poodles as a kicker from LKO... i saw on different mun and minmus missions that the poodle is not that bad in efficient. he doesn't need much fuel... LV909 are my first choice in landers for every body (except gilly. there i use RCS) -
How do you interplanetary travels?
KingPhantom replied to KingPhantom's topic in KSP1 Gameplay Questions and Tutorials
the launch is not the problem. i have a really big lifter with upgrade possitilities. he pushes the one monster i already have in a 75km LKO i think i have to go bigger... i use 6 LV-N and will try to use 8... i have some ideas for the beast... here is an early picture of the craft... but that means to me that my way i go is the right... huge and powerfull i use big tanks and small tanks radial to it... so i can put the payload on top and on the bottom. -
i have a question. i play ksp since over 200h... but i don't know how to do correct interplanetary travels... probably i have to high targets: i want - all the science - with return - probably heavy payload - burntimes under 6mins - single launch from kerbin whats the corrct TWR? yesterday i sent a probe lander with rover to dres. i used a orange tank and four of the second smallest small-tanks on top of 4 LV-N engines. i had a TWR of 0.44 and 7000m/s deltaV... it will be a rough trip back. i have 2800m/s and what the lander will bring back from the surfe left for the return... but i forgot the science jr. so i havent the big payload... second case: for a manned jool mission i created a craft that pushes a interplanetary stage and a manned lander with rover and 10'000m/s (main stage) and 1000m/s lander into LKO... but the TWR is 0.11m/s and thats rally bad with the burntimes... how do you fix that? i want a craft with 10'000m/s and a good twr that i dont have to wait for transfer windows... that should be able... i dont have any troubles to reach duna or eve with that. but the other planets are the problem... important note: i dont land this crafts back on kerbin. they remain in LKO for refuel.
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Feelings about being able to fly without MechJeb
KingPhantom replied to LitaAlto's topic in KSP1 Mods Discussions
i played ksp in the first carreer (0.23.5) without mods through the whole tech tree... after i finished it i startet to use some mods. after this many starts i'm happy that i can focus on building and don't need to do the start by my own. i only use ascending helpf, landing help, randevouz help and maneuver executen via mechjeb. i think it's not good on interplanetary travels (only maneuver management and execution...) -
tweaked this monster... but have some issues. got 10000m/s... but a TWR of 0.22 with 6 atomic engines... it's slow as hell and needs to much burntime... do anyone have an advice? can you help me via PN? i modified the lifter to 5000m/s. there is a bit of room.
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IF our planets are named after gods.....
KingPhantom replied to Penguinhero's topic in KSP1 Discussion
absolutley. everytime everywhere... there was a thread with great self made pictures of all bodies and some fictionals... and dres was missing to. Dres: God of Wisdom and War -
still some tweaking needed. got 9000 deltaV in the interplanetary stage and 1000 deltaV in the lander. the small remote rover is redockable... i would like to have 12000 deltaV with the rover attached and 4000 deltaV in the lander but i think the last one is just a dream... just a dream ( :D ) but for smaller bodies it should work (moho, dres and eeloo). but i need more deltaV the lifter can push everything into a 75km orbit with ~180 deltaV left. and he has some room left for more power... cost at the moment: ~450'0000 Main Goal: a single launch craft for every object in the system. EVERY . and for multiple landing on smaller objects... (i used a small mod i made myself. i got a remote mobile lab on the lander which cleans the experimets for reuse)
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added some more flags. feel free
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sepratrons falling off
KingPhantom replied to ian9018's topic in KSP1 Gameplay Questions and Tutorials
sure that staging is correct? -
yesterday i was milking all 9 biomes of minmus in one mission. without the whole techtree i was only able for: EVA, Sample, Seismic, Temperature, Goo and Study... but it was enough of all the 9 bioms to complete the last tier of the techtree. got over 5500 science thx to mechjeb it wasn't that boring... it was 9 times the same...
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I need a simple lander design!
KingPhantom replied to thereaverofdarkness's topic in KSP1 The Spacecraft Exchange
i made a simple lander for surface to orbit (15km) transfer on mun. but its really short on fuel and you have to do the rest of the rande-vouz with RCS... a return from the twin craters to 20km orbit with 180° inclanation costs all the resources. i got 20 mono left after docking. but he can make all the science... i have to do a redesign... he needs more power.. -
I am so unqualified to be in charge of a space center.
KingPhantom replied to Bissotwo's topic in KSP1 Discussion
none is qualified for that. thats the great aspect of that game. the lovely stupidness of the kerbals just rocks and is awesome i liked the game from the first second i saw and played it. and i broght my first rocket into orbit fast (but not back ). after some hours i was able to land on mun and minmus. but i had some really big respect from interplanetary and those burnwindows and -times... but now i love travel to duna. it's not that hard and if you play modless you can warp 1 kerbal year for the best transfer after leaving kerbin (or for the return). the kerbals don't get mad. in one save i used jeb, bob and bill for 3 interplanetary travels in a row. they don't have kerbin under their feet for over 12 years because i refilled their craft everytime in the LKO . they are still happy! -
interesting. i dont use many mods too. mechjeb is the only one i use in carrer often. then i have some self made funmods for a new fun-carrer or sandbox
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just rescue him or to the mission again. you will get the same science as he has at the moment. science points only counts when you bring them back or send them back to kerbin. don't kill him. send a rescue mission with bill and bob (or remoted) because the missing life support in stock ksp you can rescue EVERY kerbal in a stable orbit or on a landable orbital body (except EVE - that's really hard but not impossible).