Invader Jim
Members-
Posts
82 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by Invader Jim
-
Post a pic please.
-
Super simple question I hope. For example, how do you mount multiple (smaller) engines to the bottom of a Kerbodyne 14400? There is just one attachment node on the bottom. Don't worry about efficiency and practicality. That is a different discussion.
-
Diagnosing my Satellite?
Invader Jim replied to Solis's topic in KSP1 Gameplay Questions and Tutorials
Not sure what difference it would make but I like to put a small fuel tank on top of each SRB to feed the center instead of using regular fuel and engines for the boosters. With the fins and a swivel for the middle engine I can maneuver. One more thing I do for stability if to connect the 3-4 boosters with a strut near the bottom since the decouplers are high. -
Are the Spaceplanes the best?
Invader Jim replied to Sketchz's topic in KSP1 Gameplay Questions and Tutorials
I have played hundreds of hours and never used a space plane. I have built airplanes in the past but only a few. Sometimes I think I ought to give SSTOs a try.- 16 replies
-
- spaceplanes
- ksp
-
(and 2 more)
Tagged with:
-
I used to do this (the gathering science part). Now I purposely don't in order to get more Kerbals experience. For instance, I design a ship for Minmus and cover either one or two biomes. After they return I use the same design with three different kerbals and hit a different 1-2 biomes. Money doesn't seem to be an issue for me and I like for my roster to have as much experience as possible. I do always try to do as many contracts as possible though.
-
contract: take pressure readings
Invader Jim replied to michaelvf's topic in KSP1 Gameplay Questions and Tutorials
I don't. I purposely never accept any of these contracts because they are too much trouble. I just stick to other contract types. -
Recently Changed Docking Ports?
Invader Jim replied to funkcanna's topic in KSP1 Gameplay Questions and Tutorials
I have not noticed any lights. I dock the same as always. -
I never use it as the only source. Most ships I build don't have RCS thrusters. The ones I build with RCS thrusters always have RSC tanks. The amount in the pod seems so small as to be useless. Am I wrong? Does anyone include RCS thrusters but no RSC tanks and therefore rely on the pod's RSC fuel as the only source? If so, what can you accomplish with such a small amount of fuel?
-
Where does it show it? That sounds useful.
-
1.1.2 landing struts behaviour
Invader Jim replied to Raiv's topic in KSP1 Gameplay Questions and Tutorials
I had a ship in a slide on the Mun. I had a Kerbal EVA. He dropped off the ship, did an EVA report, collected a sample and planted a flag and then used RCS to catch and board the still sliding ship and then we took off before the sliding stopped. -
Orbital station construction?
Invader Jim replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
That is odd. I have had no problems attaching a docking port to a fuel tank in the VAB. I usually place two, one on each side of the tank. The http://wiki.kerbalspaceprogram.com/wiki/Rockomax_HubMax_Multi-Point_Connector is a handy item. -
Orbital station construction?
Invader Jim replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
My tendency is to keep a fuel station fairly simple. I use docking ports to link various parts and don't' build huge stations. I usually link orange fuel tanks together to make a station. I have also used a refueling "tug" that is smaller and more agile than the station because that makes it easier to dock. If you have a big refueling station and you want to refuel a big ship nearby I found it was easier to use a smaller ship as a go-between for docking than to try to dock a big rocket with a big station. Also, once you are in orbit around Kerbin, fuel gets you a lot more DV than on the surface of the planet so in my experience you don't need to add huge amounts of fuel to get a lot more DV. -
The different camera views seem to work inconsistently for me. Is this normal? What I want is a view that is always at the kerbal's back when on EVA and I want to be able to immediately rotate to face the target ship I am heading to regardless of where I am in relation to it. The problem arises when I exit a stranded pod and want to get to the rescue ship. Sometimes the rescue ship is way above me and I can easily rotate to face it and other times I seem to be stuck facing the current direction and can't rotate around to face it regardless of which camera view I choose (V). I want to be able to leave a ship, rotate so that pressing W makes we move toward the ship. Sometimes I can't seem to rotate and might have to use shift or ctrl for a while in order to align myself so W takes me directly toward the ship. I hope this makes sense. What i am doing wrong?
-
I typically use a terrier or spark on my satellites. I saw a thread where someone suggested using RCS only for the final stage of a satellite. It makes me curious how efficient that would be. I need to build one and see what kind of DV I get. What do you like to use for satellite propulsion? I am especially interested in long range satellites. I have no problem getting to the Mun, Minmus and Duna but really want to try some missions to other planets and their moons. In addition to satellites I might do some probes. I like the idea of landing and then not have to worry about ever leaving, especially for Eve.
-
Is this any way to set an alarm to warn you before you run out of electricity? On several occasions over the time I have played KSP, I forgot to deploy solar panels and did not discover it until I had no power so I could either abandon the mission, revert, or edit the save file to give me enough power to deploy the solar panels. Wish I had a low power warning or could deploy solar panels with 0 power. Anyone else run into this issue and how do you handle it?
-
I don't bother with thuds. I use SRBs as a first stage or more frequently SRBs in conjunction with the Skipper by placing a liquid fuel tank (with fuel line to the main fuel tank) on top of each SRB and at lift-off all four SRBs are fired plus the Skipper. Once the SRBs are empty I jettison them and the now empty liquid fuel tank that is attached on top of each one. To optimize it you want to set your SRB thrust % at such a level that the fuel in the liquid fuel tanks is expended at the same time or a little before the SRBs stop burning. It takes some trial and error for me to get the % as optimal as possible. I really like the Skipper/SRB combo because you get the benefit of the gimball that you don't get if you use only SRBs as a first stage.
-
I like to build tiny satellites and probes. My manned ships are much bigger.
-
It is probably not my best ever but last weekend I built a satellite that completed two Minmus satellite contracts and is now still in orbit and is half of the station I am going to create for the third Minmus contract which is to build a station in orbit around Minmus. Some people won't use a single satellite for more than one contract (they think it is cheating) but I don't play that way. Oh, I also transmitted science while in space with that satellite and that satisfied another contract.
-
I just ignore the ones I don't want to do and take the ones I am interested in. It has worked out well for me. I don't decline anything because I don't want to take the reputation hit. The ones I don't like disappear eventually on their own.
-
Is there a way to know ahead of time the natural ship orientation on re-entry assuming it has no power? For instance, I know the MK1 and 2 Commmand Pods will naturally fall bottom first and that is good because that is where they have the most heat protection. However, if you attach the SC-9001 Science Jr (or other structure) to the top or bottom or sides of the pod it changes things. Given the re-entry challenges in 1.05 it seems really important to me to know ahead of time how my ship is going to behave when it hits atmosphere. What can I do to make sure the heat shield I slap on the bottom is actually going to serve its function and the ship is not going to turn sideways or flip 180 and go nose first? I know an engine makes a great heatshield but I want to know ahead of time that I am not going to flip and burn.
-
TWR - a general question.
Invader Jim replied to BoilingOil's topic in KSP1 Gameplay Questions and Tutorials
Does this apply to SRBs? I frequently reduce the thrust on the SRBs when designing a rocket so my TWR range (according to Kerbal Engineer mod) is reasonable both at the low and high ends. Is it better to use fewer SRBs at 100% than more at a lower %? -
I use the RCS Build Aid mod and when constructing a ship that is going to dock I always balance the ship so the dry CoM and wet CoM are the same. Typically I end up placing cylinder or rounded monoprop tanks to make the two CoMs match precisely. Are there better ways to fine tune and make the CoMs match?
-
How do you rename them? I did not know that was possible.