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Everything posted by -root
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I was looking through my forum account and I realized I have never posted this here! So I'm going to rectify that. The KSP Career Walkthrough is a collection of 21 videos, showing you how to achieve each of the initial contracts in the career mode of 1.0 and on. Through these videos, I cover many of the concepts required for more advanced missions and build upon the skills learnt in previous episodes. Here are some direct links to the first five episodes so you can watch them here to get a taste for what the series is like. We move on to more advanced concepts fairly quickly. Each of the episodes involves a core skill of some description used in a practical example. If there is something you struggle with, find the appropriate episode and choose your own adventure.
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I'll throw my hat in the ring
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PSA: Solar panels now useless past Dres (as it should be)
-root replied to a2soup's topic in KSP1 Discussion
Brilliant! This also means you either need wicked planning or the technology to get to the outer planets now. This is a great change. -
I've already checked out both of them. I like near future a lot, its got some truly excellent stuff in the pack and I'm thinking i'll run with it over KSPI. I'm keen to add some really nice parts to the list along with the FTT stuff. Are there any others out there that you would recommend?
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i'm trying to find some good near future and sci-fi parts packs. Stuff along the lines of FTT. I'd love some more suggestions of mods to check out. I've been trawling through the add-ons forum and i'm not having much luck.
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this is a very cool mod. any idea if tacoscott is still around?
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Sweet. Smashing through them as fast as I can now. Up to episode 6. I'm hoping to finish the remainder off tomorrow
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I've landed with a probe. But not tried to take off. Its very tricky to get it down safely though. Its like riding down a steep slope with crappy brakes, as soon as you let things run a little, its hard to pull it back up again.
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that bandicam watermark is really inconveniently placed. can you get rid of that at all?
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Three more episodes! Episode 11 Episode 12 Episode 13 https://www.youtube.com/watch?v=BL-s2Gd88Jkp this series is going to go on hiatus for a little while as I will be focusing on another youtube series. You can see what exactly here: History Repeats Itself
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Hey, So I was majorly inspired by Mendahu from Reddit and his KSP Historical series. You can see the original here: KSP Historical Imgur Series In this series, I'll be endeavouring to physically recreate missions from the past. I'll be starting with the obvious stuff and then working my way through. A couple of notes: I'll keep it as accurate as I can. The way I'm doing the series however allows me to replace videos if I screw them up too bad and replace them with more accurate versions. Don't hesitate to point stuff out. I have some mods installed. They will be in the video description I'll be taking some creative license to replicate things as best I can. There are some differences between the KSP universe and real life. I look forward to recreating history. I'll post each video as it goes live. The aim is to do one per day until I hit the Apollo-Soyuz Test Project. From there I'll decide whether or not to carry on the series
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I was watching the Thunderbirds movie the other night and I got really peeved at one of the inaccuracies. I come here and voila! This thread! At the end of the movie, thunderbird 3 has to go from the thunderbird space station to london. The city had already passed beneath the station so to get there, they point straight at the city and wack on the afterburners! The moviemakers are deliberately being a .... to physics. I think the station was orbiting away from the city so to actually make that work, you would have to completely reverse the orbital velocity of the thunderbird. As this is earth that would require somewhere in the vicinity of ~15km/s (give or take a couple of kilometres per second).
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Episode 9 Episode 10
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TV Weatherman: Kerbal Space Program.. one of the best games ever!!
-root replied to DeepSpaceDutch's topic in KSP Fan Works
He's over on a reddit thread currently doing an impromptu ama of sorts. -
Episode 7 is Live!
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Episode 6 is live!
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Episode 5 is live!
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Episode 4 is live! http://youtu.be/kTk2F9kuVYM
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After a bit of a hiatus, I'm back in the Kerbal Space Program! Episode 3: http://t.co/MpbJ0rABO9 I'll be posting one a day for the next week or so. After that, we'll see what happens. Constructive criticism very welcome (especially if it is to do with something ingame or how i do my youtubin')
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So .24 is here and I'm going to be tracking my failures on youtube! Here is the first mission: KSEA"] http://youtu.be/obsH70-R0kg?list=PL-7ICWbZUDjn_H05kTBKbVmu1sTK0SXBy It was a pretty good start. Make sure you watch through to the 18-25min mark, I hit a typical kerbal problem. And here is episode 2 Edit: Playlist:
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Recovery from a Duna fly-by with limited dV
-root replied to Mast's topic in KSP1 Gameplay Questions and Tutorials
If you don't have FAR installed, its never too high. I'd run that sucker straight into the atmosphere (Pe < 40km) because nothing bad can happen in this version of KSP. Your craft can't disintegrate, your kerbals can't die and you don't have to have over 2km/s of DV on board to get down to a rough orbital velocity. You're 98% of the way to a successful save mate, keep up the good work. Be sure to post your solution when you get it! -
That depends on how you play and what you're aiming to achieve. Packing more LV-Ns onto a craft will only get you so far with TWR. It is a compromise. a burn over a shorter period of time gives a more accurate manuever. Burning over 15+ mins, whilst more efficient, can leave you outside of the planned parameters of your mission.
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Recovery from a Duna fly-by with limited dV
-root replied to Mast's topic in KSP1 Gameplay Questions and Tutorials
I would say you're going to need patience for starters. 1.75km/s should be tons to get back to Kerbin. As you go past Duna, ensure your orbit isn't being perturbed too much. I'd even suggest a burn in close to iron out any kinks that the fly-by might put into your orbit. That will gain you some oberth effect. The goal being, to get the kerbol periapsis as close to the same as Kerbin's orbit. If you can do that, you'll get an encounter sooner or later. You may need another small correction to get the encounter. Just use the manuever node and advance orbits like others have said to find the encounter. Once you have it, work it around until you roughly close. The next step would be to fine tune your approach to below 30km*. That will guarentee an aerocapture and zero fuel usage when you get in close. *NB: provided you don't have deadly re-entry installed -
I left Bill outside on a return from Duna. He clung to the rail all teh way to kerbin atmo. I only noticed him when the strange heating effects made me look to see what was causing them. I dunno, hundred million kms? Not really a space walk though, he jsut happened to outside for the entire trip