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mrclucks

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Everything posted by mrclucks

  1. Just my .02 Last save I was using the outer planets mod and just brute force for to the planets. On returning I set a kerbal peripasis as low as moho, waited a bit( for a 50y peripasis time you kind of have to) and when I was reaching jools orbit I played with the manuver node so I could use Eve and/or kerbin as a gravity assit to slow down, repeated as needed til my apoapsis was as high as Duna before I tried aerobraking at kerbin. The key to gravity assists is time
  2. You lie! Surely it can't be that easy!
  3. Drop some life support with him. Maybe he'll surprise you and survive The Martian style. Seriously though, just have unmanned probes for anything deeper than skimming Eve's atmosphere, and be sure to have enough batteries and ways of getting EC, as well as an antenna
  4. How the d**m do I rep you on a phone?! This is really nerdy and specific, I like it
  5. How much KSP are you actually playing? I find that most people can't consistently play for 5+ hours every single day for an extended period of time. Like many other have said, go do something else for a while or give yourself a more difficult goal so you don't keep getting burnt out. Pick up a hobby, start yourself with some science and do a ssto only game, learn a new language, play remotetech and have 100% coverage throughout the system, build something in RL.
  6. Generally daily, however I have had times when I've had enough or just don't want to play so I will go without for a week or so before I come crawling back. I generally work in sandbox and jump around to different crafts with many different purposes, but I'll try to start a career and if I get past the initial grindfest, I keep it going till I'm waiting years for something to allign or arrive.
  7. I too have encountered that bug. Sometimes that bug occurs in other games
  8. I think he means an attachment node on the inside of both bays. I know they'd be useful for me when I rearrange my sstos and can just move the bay with all the science stuff without any of it being in the next part
  9. I always thought it was most effective to speed up/slow down in as low of an orbit as possible. Will these altitudes actually give a significant advantage? Or is it just useful for squeezing out as much efficiency as possible?
  10. Is your craft on? Have you tried seeing if you're plugged in? No that's not applicable... Have you tried turning it off and on? I mean quick saving and quick loading
  11. I used to use MJs accent guidance back in .90 where aerodynamics didn't exist, however since 1.0 the atmosphere was remodeled and aerodynamics actually played a part in launching rockets. My general rule of launching since 1.0 and has been proven right since then is to get a twr of about 1.4, thrust straight up till you reach a bit over 50m/s around 700m and then fly prograde(I use MJs ASS, but make sure its on surface prograde and not orbital or it'll end badly) at the same time turning over about 10 degrees to the right. When done correctly your craft will turn back practically straight up and you should see the prograde vector hit 5degrees around 1500m and ten at 3000m. It will then continue and you'll reach 15km when around 45 degrees. I then switch to follow prograde vector between 25km and 30km( where the atmosphere won't have much of a grip on your craft) and ride it out to 100km to circulize at my favorite parking orbit. It takes only a few launchs to get comfortable with that sort of launch and probably isn't the most efficient way, but its fairly good and isn't that difficult to pick up. It's always OK to to make slight adjustments to your launch profile mid launch as long as you keep your craft relatively stable( I always launch with the aerodynamics debug window, f12, for that reason).
  12. There's a program called CKAN You can install mods very easily through it(as long as they have been added to the online data base) and it will even let you know which other mods are not compatible with it, or which other mods it needs to work. It also will only let you download mods that are for your current version of ksp installed. I started using it a couple ksp versions ago and while it hasnt completely eliminated any game crashing, its a lot more stable than if I had done it manually
  13. Now you need a way to get the space plane to do the mission you wanted, without you telling it what to do
  14. - when you absolutely need to use space y's 7m engines in asparagus staging - and then realize that doesn't quite give you enough to make it to 70km, let alone orbit
  15. Have you seen kerbals phase through each other yet? I've witnessed about 8 kerbals stop in almost the same exact position and do the same action within tenths of seconds of each other, then walk away in different directions as if nothing happened.
  16. Any kerbal can collect science and store it in a capsule(where it stays untill recovered or taken by kerbals). There are some expirements which are one time use only ,like the science jr, which will become inoperable after taking the data. Scientists of a certain level will be able to reset one time use expirements so you can use them again. Please note that kerbals and pods can only carry one type of expirement per biome per situation at a time
  17. I remember seeing engines cliped into each other both in the forums and in videos. I tried it out not too long ago where I clipped two whip lashes together to go absurdly fast. I believe the way to do it is to create cubic strut both above and below where you actually want your parts, and then you use the offset tool to place them back in the middle.
  18. First of all, that mod sounds freaking awesome. The super grand tour would require a boatload of dv and a lot of time warping. For systems with just stars, I think a simple fly by would suffice and I would love to see a YouTube series of this happening
  19. You'll want to undock the port that is docked, and it'll dock again basically right away. Just keep doing that and as long as your ports line up, you should eventually have them all docked
  20. I think not. I've used a poodle engine tweeked down to .625 m before for satellites. I do wish that you could right click an engine to see the ISP, thrust and weight tho
  21. Build return vehicle with heatsheild and parachutes and then build simple rocket to get into orbit, deorbit and see how the return vehicle does in the atmosphere and landing and then revert to VAB. If it survives then I build everything else, if it doesn't then I tweak it and repeat untill it works. If it's a mission very similar to what I've done then I'll use the previous craft and modify whatever I need. If there will be no return vehicle then I start with payload first anyways and work my way down. Building standardized rockets are a bit dull and I like building rockets anyways. I'm working on a few ssto space planes at various tech stages that I will use in future games and that I will share
  22. How steep are you trying to reenter? For kerbin 35k periapsis is low enough from about the mun, a 40k or so periapsis from minmus will slow you down enough and then you can change your periapsis down to 35k to get down. I always check my center of mass for my return vehicle so most of the mass is at the bottom/heat shield side. You can also put fins on the opposite side of of your heat shield so aerodynamics help you not burn up
  23. Has to be a bug. You probably still have a jeb in the capsule waiting to go to minmus. The jeb that is in a seperate orbit around kerbin has slipped through reality
  24. I have a fairly large ksp backup folder. As for fresh versions I have .90 1.0 1.0.2 1.0.3 1.0.4, as well as a folder for mods, a folder with a bunch of my saves and a text file with whatever mods I had, a folder with a bunch of saved ships that I didn't want to spend hours on building again. They are all separated by version. I also have a couple of whole game installs that I have literally a few hundred hours of playtime in which I don't want to lose. The whole ksp back up folder is archived to an external hard drive every month or so
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