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Juicy

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Everything posted by Juicy

  1. If you go totally OCD on experiments in every zone, you can fill out your entire techtree by having MPLs on Kerbin and either Mun or Minus anyway. Just make sure to recover the data after uploading it to the MPL, which can be a bit elaborate for experiments done on the Mun or Minums.
  2. I'd turn off steering for the two pairs of wheels in the middle, they don't add much to the truck's maneuverability. The ones in the rear however.. There's a good reason why steering rear wheels is becoming more and more common on modern trucks / 18-wheelers. It adds a lot to the maneuverability of and control over the truck, while saving tiers in the process. Gladly, wear & tear isn't really implemented in KSP, or we'd have to consider seperately retractable rear wheels on our rovers as well!
  3. Unity 4 isn't really meant for 64 bit performance on Windows systems yet, and for the reasons described above, Squad pulled the download while upgrading to Unity5 behind the scenes, which is supposed to be stable as a 64 bit engine.
  4. Try emptying the fuel tanks while in the hangar, starting from the front, and see how (badly!) it affects the position of your Center of Mass. You need a lot of counterweight in front of the Center of Lift to compensate for the mass of your engines, but if fuel is a part of that counterweight, you'll run into trouble. Solution: try positioning your fueltanks very close to, if possible right on top of, your Center of Lift. Do the mass balancing with different parts. You could even take a full fuel tank and disable it to act as counterweight to your engines as well. That way, you'll always lug around a tank full of unused fuel, so it's not really elegant, but it does add stability.
  5. Generally FitH, though I do often conciously throttle down before seperating. Even if it's just because I want to see the change in speed from seperating, which is especially noticable when seperating the last stage before a tiny non-powered satellite.
  6. I tend to save my planetside experiments and reports for when I get the lab. With a lab, just park it someplace convenient, and rover around the KSC to fill it up. If you made something VTOL-capable, visit the roofs of the buildings too, and you've got a full laboratory producing enough knowledge to fill out the bigger part of your tech tree. Anyway, the REAL problem right now is, that parachutes don't produce enough drag anymore. Even a flea already lands a bit too hard. I tried tweaking the .cfg file for the first parachute. I managed to make it slow down faster, so it reaches a "constant" speed quicker, but so far didn't manage to make its constant speed while fully deployed significantly lower.
  7. Except with the late drag-mess of 1.0.2, reaching orbit was never really hard. It was always about managing remaining dV and landing. Heck, even Mun landings had detailed tutorial videos. Except for explaining the controls, launching a ship never really needed any tutorial till .0.2.
  8. I occasionally get this without stuck fairings or a claw as well. In those cases, switching off SAS usually works. SAS doesn't work while warping anyway, so might as well switch it off, and after warping back on.
  9. Did you try launching it without any fairings but with a symetrical load instead? Most of the time, I find fairings more hassle than they're worth.
  10. With a non-SSTO, I try to get in a circular orbit at around 100km. Next, when as my apoapsis, I lower my periapsis far enough, that I'd go under ~40 km altitude a bit before I pass my planned landingsite. It gives a pretty shallow re-entry, and with some practice, allows me to land not-too-far from where I want to land (like, less than 25km, which is close enough for me to grab a rover and pick up the data from a probe)
  11. Well, what you could do to reduce the effect, is Asparagus. Asparaus is basically what you do when you have a vessel that DOES have a big enough engine to lift itself, but lacks the fuel to lift itself high enough. So, you add a pair of booster rockets (fuel & engines, that's all), and make sure to add fuel connectors leading from the boosters to your main rocket. The fuel from the boosters will deplete faster, since your main rocket is also feeding from it (instead of using its own fuel), and the moment the boosters are empty, they'll shut down and you'll want to disconnect them from your main rocket. But, what you have left after dropping them, is the very rocket you started out with, topped up with fuel, hopefully very high by now above your launch platform, which also already has a high velocity. But, your main rocket has to be powerful enough to sustain itself in the first place. Or, if you really want to go efficient, it's actually just not strong enough to lift off by itself (by just a fraction!), because at higher altitudes the rocket will suffer less from drag, and might very well be able to even to accelerate. If that's still not enough to get high enough, just add more boosters. Add boosters too your boosters if you want! Just make sure to have those fuel lines running from each booster to the booster or rocket it directly attaches to.
  12. That's why I give flags sensible names, and put "Jeb Wuz Her e" in the description instead of the title.
  13. I'd play career if it didn't have the money stuff, other than maybe challenges like "build a vessel capable to achieve objective X with a cost less than Y", so I'm sticking with science mode. Would love to see several career mode features added to science mode, just without the money stuffs. A daily 3 million grant in career mode might be acceptable too.
  14. I'd totally dig the ability for engineers to attach and detach different parts to and from ships, as well as a variety of factory modules to create parts on a station using raw resources. Including even the ability to at some point have a station expand itself by manufacturing its own modules, provided the raw materials are available. Want more cities on Kerbin? Build them! Want a launchsite on the Mun? Build it!
  15. wtb Sepatronic Struts! Basically, struts that can detach themselves when you no longer need them. Why? A lot of wobbling happens within a single stage. But, strutting up may prevent or block the use of components within that stage (dockingports and such). Strutting to a different stage can be problematic when the struts prevent that stage from blasting away far enough for clearance. Both issues could be solved with struts that detach themselves.
  16. The beauty of LEGO is, that a little 2x1 block can be part of a brick wall in one build, but an engine nacelle for a plane in another build. Tweakable contents of fuel tanks would accomplish that same thing.
  17. Or better even, set a flag at both ends of the runway, so you have two dots to line up for a perfect approach! It beats eyeballing the runway by a long stretch!
  18. I think, if they were to make a KSP 2, that it should have.. Moar struts!
  19. You can reduce the wobble somewhat by removing some of the moving fins. There's a fair chance your rocket's fins are "overmaneuvering". So if you have lots of fins, replace them with rigid fins, and keep maybe 4 moving ones for maneuvering. I didn't test any rigid-fins-only/reaction-wheels-maneuvering-only setup yet. I've also heard of people having success by NOT using gimballed rocket engines.
  20. Now you did it.. My scientists now refuse to work in it because they claim it smells funny..
  21. Dry testing my Mun Central base with Vertically Alligned Rover Dock (V.A.R.D, no F.A.R.T. jokes please?!) segment. I didn't have a Processing lab on Kerbin yet anyway, so I'll probably keep the copy there as well. No idea yet how I'm gonna get all this into orbit and then to the Mun, but there's always Hyper Edit to skip the terrible launching part.
  22. Small rockets are fairly managable. Large rockets are an entirely different story. I'm sorry, but the game is loosing it's major factor: FUN. Whacky designs simply don't work anymore thanks to this "realism" garbage. It's quite telling that mechjeb is becoming more and more popular. It's peoples' way to work around the failing change of the new aerodynamics (and the not completely updated parts affected by it). MechJeb allows players to skip the frustrating part, get to the FUN part. KSP is starting to rely on the mods. Without them, it's becoming less and less playable. Quite a few mods should come standard with the installer by now. Infernal Robotics, MechJeb, ScanSat, Firespitter.. Just the parts of some of those would make a players' game a lot more enjoyable already.
  23. I'm still trying to make a Munbase platform system to simply dock vertically. A ramp to get on top of a base with the dockingport on top and another on the bottom of a rover would work too. I just haven't managed to properly launch such a construction (yet).
  24. I just add lots of batteries these days. Inline when I can get them. Enough that passing through the Muns' shadows with SAS enabled for several hours hardly makes a dent.
  25. Basically, you want to depart along the blue arrow, to get into the blue orbit. If you angle more towards Kerbin, you get a much tighter (direct) orbit.
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