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mrclucks
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KSP2 Release Notes
Everything posted by mrclucks
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Watch Scott Manley's videos, especially his tutorial for begginers. You can also install mech jeb and learn how by seeing how and where mechjeb places maneuvers.
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You should be able to disengage crossfeed from the VAB
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I recently started making ssto planes and accent path that I normally use is 45degrees up to 10km or so, then go to 10-5 degrees and Max throttle if not already. I'm easily able to make it to 19km before i start significantly losing thrust, but if you level out you should still be able to maintain altitude and speed. Use ram intakes and turbojets with a 1:1 ratio (I usually add one or two more for good measure) . I've tested planes in both .2 and .3 and that plane works just fine with multiple planes
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New reentry and parachutes.
mrclucks replied to MathmoRichard's topic in KSP1 Gameplay Questions and Tutorials
Peripasis of 30km makes you skip?! That was always my periapsis for a real reentry unless i was coming ftom interplanetary space. How low do we have to go to not skip from minmus? 5km?? Back on topic, I haven't noticed the safe to deploy Indicator but I've only done a couple test launches. It's good to hear that drogue chutes serve a purpose now -
How do I put three satellites on a rocket?
mrclucks replied to carlorizzante's topic in KSP1 Gameplay Questions and Tutorials
Make your satellite and add a seperator to the top, make the engine the root part and save as a subassembly. Then build your rocket and add a seperator to the top. Add your satellites and remove the seperator on the top satellite. When I played with remote tech I would do that, or make the satellite with my rocket and just copy it. -
Parachutes explode on re-entry
mrclucks replied to RCgothic's topic in KSP1 Gameplay Questions and Tutorials
DRE is most definitely your problem. I'm able to reenter with a PE around 35 as long as I'm below munar height and have a heat shield of equal or large diameter as the other parts and easily survive. This is in normal mode and I lose a few ablator from lko and about 20 from munar return -
How do I recover launch clamps?
mrclucks replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
And that's why I use stage recovery mod. It'll also tell me how much I recovered them for -
Back in .90 I saw it about once every ten times I would be at that screen. Thought they had done away with it in 1.x but one day when exiting I noticed the sandcastle on my eye. Would of screen shotted, but my hands were working too fast exiting the game
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Since you know the basics, I recommend mucking about in sandbox modeao you don't have to worry about funds and science limitations. For take off youll want to keep your COM(center of mass) in the middle or top. You can do that by having a stage for space(lv-909 is a great engine for smaller vehicles). You'll want your COL(center of lift) aka center of drag at the bottom of your rocket. You do that by adding wings as far bottom as you can go, but they don't have to be very large because it will add mass and take away from your delta v. COT(center of thrust) isn't too important but is conventionally and most likely going to be towards the bottom. Now assuming your rocket is designed decently, and your thrust to weight is enough to lift your rocket, you'll want to slowly tilt your rocket shortly After liftoff. I personally wait till I'm going between 50 and 100m/s and then tilt my rocket over Bout 10 degrees then have my rocket hold prograde vector. Your rocket will want to go up but gravity is pulling the tip of your rocket slowly down. It's OK to make minor corrections but the initial tilt is key and if done perfectly. There is no need for sas. Your tilt should be around 45 degrees when you reach 15km and between 60 and 80 when you get to 30-35km. After that it's All about getting your apoapsis at the desired altitude and circulizing at apoapsis. I highly recommend installing the mod Kerbal Engineer Redux as it will tell you your delta v for all stages. I will aim for 3200-3500 delta v for atmosphere at 0km since your delta v will most likely go up at least a little bit aa you accend
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What mods would make the perfect future "Stock"-KSP for you?
mrclucks replied to maculator's topic in KSP1 Mods Discussions
Not sure if this is a mod but something to be able to customize what are inside tanks(anything LF only, 50%monoprop and 50% LF, all Xeon). Atomic age too for higher ISP -
What should I do next?
mrclucks replied to CaptainApollo's topic in KSP1 Gameplay Questions and Tutorials
Start learning how to rendezvous, then move onto docking, and after that you should start building a refuel station with loads of fuel (add a science lab and have every mission stop by the lab to give its data for all the science). -
For rescue contracts I will send a rocket up with a spare seat and after getting within 1km and less than 1m/s different from the target, I'll switch to the craft and Eva the rescuee and use my jetpack to maneuver him/her to the rescue craft(just a couple taps of the keyboard is all that is required and you can always time warp just a little if you need. Rotate your craft if you need the door to face your kerbal). If youre required to save the pod the kerbal is on then ill get within 1km of thebl target andbafter facing the target with the klaw ill use the docking claw to adjust the peograde vector to the center of the target vector (make sure you hit the target going less than 1m/s), and for reentry ill have PE as high as 50 km and you ahouls be safe from burning up. The blue buttons advance or remove one orbit, NOT one day
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No ablator but im ok... why?
mrclucks replied to Solar71's topic in KSP1 Gameplay Questions and Tutorials
I have a feeling that your PE is waaayy too low. For lko a PE of 50 should be plenty to deorbit you, while coming back from the mun I aim for 35 km and I aim for 30 for minmus. For interplanetary I have always aimed for 10km. For any reentry from the kerbin system lose a tiny bit of ablator, while any interplanetary rentry I lose most of my ablator but that's most likely because of my steep decent path and me going 2-4 km/s faster than kerbin reentry -
I'm gonna build this super awesome space station!! ****! Too many parts, so much lag I'm gonna build this highly efficient rocket for a grand tour!! ****! Too many parts, so much lag Lag sucks... So is designing a rocket with a two stage accent and your transfer craft has poopy twr, and when you stage the empty tanks destroy your engine forcing you to stage to your poopy twr rocket where you crash and burn Lag sucks.....
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Fairings does anyone use them
mrclucks replied to Nich's topic in KSP1 Gameplay Questions and Tutorials
These are excellent points. I just add fairings because I thought they matter that much, but I'll now test my rockets with and without fairings -
KSC runway approaches.
mrclucks replied to Motokid600's topic in KSP1 Gameplay Questions and Tutorials
I tend to go very shallow to control speed and ensure I don't overshoot the runway. Get around the same altitudr, with lower being ideal, and pull up by a degree or two so you go up slightly and then lose speed and glide down slowly. This method is assuming you can still thrust a bit if you need it and also assuming you're going 100-150m/s. Combine with drogue shoots at the end to stop even faster and use the double flag method to line up the runway from a distance -
Do we have an eta of when we will see it?
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On the Health and Wellness of Solar Panels
mrclucks replied to AndrewBCrisp's topic in KSP1 Gameplay Questions and Tutorials
I've encountered a similar problem. Built an interplanetary science module design to reenter. There was a 2.5 service bay with a science Jr below it, 6 radially attached to the science bay, and parachutes on top of the radially mount science bays. Opened the service bay and the parachutes starting freaking out for a little, but then calmed down. Closing the bay doors did the same thing but nothing broke. After reentry I staged the parachutes but moat refused to open, so i reverted and added a battery block to lower the science bays, which solved the problem. My solution is to move the solar panels away from the service bay -
If there were no limits - what would you make?
mrclucks replied to Foxster's topic in KSP1 Discussion
Space elevator (s), ability to add onto a part in a way that would make it still one part instead of multiple parts so I could make a ring and/or sphere around planets, moons and stars. You would need engineers and a system in place to mine And transport the raw materials -
Started with finishing some routine tourist missions involving minmus as well as landing a space station on minmus which will never be used again. As I'm going through the reentry process some friends came by. "Fly a plane!!" They exclaimed. ***, I'm terrible at planes so I used one of the stock planes and started flying around. Then I figured I'd try landing on the runway for the umpteenth time and alas I finally got it. Flew around a bit more until I got bored And crashed the plane as fast as I could make it. (In sandbox with respawns so no sweat) Went back to my career and noticed joolz window was upcoming , so I set out to build a science mission to go there and back. Built my ultimate science payload with 8 of all science exiprements since its unmanned and decided that I'd like at least 10k dv for my transfer/ return vehicle but ended up with 20k dv( a supped up version of the lv-n from atomic age mod, 20t, 800 ISP, lf only). Its a 2 stage using onion staging with a twr of 1.1-~2 for the first stage And .9-1.3 for the second. After half an hour of building my payload and transfer/return vehicle I set up building my colossal lifter for another half hour, and then taking two more hours testing accent paths, trying not to spin out of control, tweaking my rocket, and repeating. Finally I was able to get to a 100km orbit, but not without loosing my center lifter stage and just saying screw it and finishing my accent with my transfer/return/lifter? Stage. Proceeded with kicking up my apoapsis for about 5 orbits until I did my transfer burn off to jool. Realized another duna window was coming up( sent out a much more modest manned mission to duna) so I sent another copy of my jool mission to duna, and also to eloo, and also to Moho, and also to dres. Eve is coming up so I'll probably send imone to eve as well. The better part of a kerbal year was spent today sending out interplanetary missions, and it was more than double the in game time than I have spent in this career so far. I will have to acquired more funds since I went from 6million down to less than 2million
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If you're starting from a lko from say 100x100km then a very efficient way to achieve escape would be to burn retrograde opposite of where your ejection burn will be to get your periapsis down to 80-70 km so you can start getting your oberth effect. Then burn a small amount each time you get to periapsis( ill usually do 100 m/s dv just to make it an even number) until your apoapsis is around 8.5 Mm( mun will never capture) and set up your burn. If you can time it correctly, then increase your apoapsis just outside of minmus for even more oberth savings ( dv price for raising it from 8.5Mm to 70 wish is not much more). This should also be done a few orbits below your transfer window so you're not wasting time( or do it, set up your maneuver with mechjeb, and add an alarm with kerbal alarm clock if you wanna be cheaty like me). I had just set up an orbit like this in prepperations for a duna intercept for about 500 dv and my exit burn only cost me 200 and change dv, but that was with my apoapsis at 8.5 so you can imagine what it may of been if I raised it to around 60Mm.
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Watch Scott Manley's videos. Seriously all of them. Then once you're done you'll see how things should work and know the theorys behind a few. And that's when you should build rockets to learn how it actually will work. Start small, and very slowly work your way up. Then you'll get to orbit and will try and try again to get to the mun or minmus. After that you'll start becoming a decent novice with the next major road blocks being docking, landing, and interplanatry space. This is at least how I started ksp. I also highly recommend installing mechjeb and kerbal engineer redux
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I uaually use the 1.5 service bays, but when I use the 2.5 I'll stick science Jr in the middle ( scientist to reset) and a large battery ethier above below or above or both. Your fins look a bit too forward tho, try adding them to the back and staging them with your boosters( you can always throttle to 0 if your want). It's very easy to get 1 science Jr to the middle of the 2.5 service bay with 6 atmospheric analyzers attached to it and 8 of the other science module to the top and/or bottom of the service bay. I may add two or three more science bays at the bottom or top for redundancy but only if I don't have a scientist. You defiantly need parachutes tho if you plan on reentry
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Help in adapting to 1.0
mrclucks replied to davidpsummers's topic in KSP1 Gameplay Questions and Tutorials
In my expirence I have greater success with com being closer to the top or middle rather than the bottom. Try stacking another orange fuel container on top of your asperagaus staging and get rid of your solid boosters, so your rocket is more triangle shaped and less T shaped. I see you have an engine staged with radial decouplers which I will assume is your bottom slcenter engine. Try staging it with the rest of your liquid rocket boosters for more twr control. Lastly you could take off your puny wings and add larger wings to help with stability and heat. Reduce gimbal to 50 for your central engine, disable for the outer engines and add control surfaces to the end of your wings.