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Evanitis

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Everything posted by Evanitis

  1. A question I could easily google for, but I rather let you demonstrate your immense knowledge. Are there planetary bodies in the stock Kerbol system where the prograde orbit is clockwise? And in our solar system?
  2. I feel you are nitpicking here... I'm pretty sure the OP didn't meant to become stationary relative to -every- object in space. That would require to nullify the orbit of all planets and asteroids. But even that is pretty easy to achieve - you just need to press 'esc'.
  3. Well, gravity would pull you towards the center of your current SoI. But it you pointed your engine towards that spot and managed to find the exact thrust to nullify the g-force... yes it should be working until you run out of fuel. I'd probably try it with ion engines. As I recon gravity is a really weak force, so really weak engines feels best to find the sweet-spot.
  4. I never built something that 4 radially attached jumbos+(that shorter grey tanks)+mainsails couldn't take to orbit. Struts between the two tanks, and generally everywhere where I feel it's needed. Sometimes I needed solid boosters too for the initial lift. Now since 1.0.4 hit, solid boosters feels cheating. It happened to me that I added those for more initial thrust, but I found that I could use them as a first stage without even using the main engines (or maybe using them for gimbaling on 10-20% throttle). Anyways, that setup is far from being cost or fuel efficient. I use it when I'm done designing my payload and I just want it in space ASAP. It's ok in a normal career - tech tree is far from done, but I have enough cash to not care if my rocket costs 100K or 300k.
  5. That, though when I started to understand the basics and I was convinced that it'll get to orbit sooner or later it was named *drums* 'High Expectations'
  6. Did you try to look for a guide on your native language? The minimalistic style of your posts made me think that it would do more good than any English guide we can type here. If you find none, I would suggest you to check a video or two because well... we speak kerbal here with silly expressions like 'periapsis' 'retrograde' and 'trajectory'. I assure you, none of those are derogative terms, not even 'antinormal'. LordFjord above did his best to give a solution without using any terminus technicus... I mean silly words.
  7. Note: Mk2 cargobay-rescue works fine unless you activate time acceleration.
  8. Many in this thread seems to forget that science-gain has a difficulty-slider. Add a multiplier and the whole tree becomes irrelevant in a few Mun missions. Take it low enough and you'll be glad for the MPL working as it does while you set up multiple labs in different SoIs at every possible launch window. I found the MPL really useful when I started to visit other planets. Started my Duna mission, gathered science, left the MPL there and started an EVE mission. By the time my EVE lab arrived, I could harvest the Duna installation twice. That 1000 science transmited was helpful, but not too much to make further research moot. So MPLs are cool when doing multiple interplanetary missions, or when I'm interested in one enough to timewarp there instead of doing other stuff while an expedition arrives. Of course one can just do excessive timewarping to unlock the tree and make funds from sci, but at this point it's easier to just play sandbox.
  9. Took a look on those... it looks fun, though it's just challenges of varied difficulties. Many of those are milestones that you'd probably tried to accomplis on your own too. Anyways, I'd suggest you to give career mode a try. It's really helpful to learn while only the most basic parts and functions are available.
  10. That's relative. It's much when you just got that high on the tree, but the last couple of tech-nodes cost 600-1000 science each, so the MPL will help much in getting everything researched. Indeed.
  11. I checked some checklists from the thread - none of those seem to list reaction-wheels. Most probes and cabins have it built in anyways... And if not, RCS can substitute for that... in most cases. I assumed that the small, modern and expensive OCTO2 core would have torque - the prevoius OCTO version had it... MK2 doesn't. It was a fun feeling to notice that when I decoupled a scan-satellite on a munar equitorial orbit. And I couldn't set it to polar orbit. The said mission involved landing tourists on both moons, and leaving the satellites there. I had enough dV to approach Minmus with a polar orbit, arm the sat and still land/bring home the tourists, but I had to scrap the Mun probe. I still feel that Probodobdyne Corporation was the stupid in ths case, not me.
  12. I kinda' like the notion of downright impossible missions. It's a very kerbal thing to attempt what can't be done. It also teaches us to read the fine-print when accepting contracts. Hope Squad considers that a feature instead of a bug.
  13. Thanks, just the notion I needed. I only lost the scientists, my engineers are fine. I wasn't sure what's the merit of having my whole Minmus rig on orbit instead of the surface, and why I'm keeping that ancient, mis-designed nuclear tug attached instead of salvaging it. Now theses decisions pay off...
  14. Dunno, I found that kerbals on LKO are often have really close (if not the same) orbits. Gathering them fast with close rendezvouses (rendezvoui?) needs fuel indeed, but you can just set your AP and PE 1.5-2km lower than theirs, and eventually your carft will get into EVA range without any further assistance. So patience and time acceleration is just as good as dV in these cases.
  15. Yes, that's my usual way of operation too, but now getting the crews is my highest priority (kinda' my only priority). I have the feeling that with excessive time-warping, the Pol-Bop-Vall trip wouldn't take much more time than Mun-Minmus.
  16. Yeah, that one I knew. Guess I'll send a mining rig and/or science center with the bus, so it'll be there once the leveled crew arrives... a few years later. I miss my eggheads. Got a -rough- dV estimate for 3 munar landings?
  17. My science crew went MIA the other day when I was waiting for the transfer window for getting back from Duna. The experts in the Space Center swear that it was a surprize Kraken attack, and had nothing to do with the fact that the parking orbit might have extended into Ike's SoI. While we mourn our losses, we plan for replacements. I'm looking for a single trip that could get my crew to a reasonably high level (like 4 stars) in a not too long or complicated mission. An easy landing, or multiple orbits in the Jool SoI maybe? I see the xp numbers on the wiki, but I'm not sure how much I need. Of course I recruit from LKO and the moons, so I'm not starting with complete greenhorns. So, how would you do it?
  18. I crashed this infernal plane into the runway 342 times:
  19. Never had this probecore-rescue bug, but once I brought down a kerbal in the bay of an SSTO in the name of efficiency (and science). The clipping looks scary, but it's fine otherwise. Unless you do time acceleration. Even at 2x speed, the little guy clips out pretty quickly. He gets launched away at quite high speed if you attempt 3-4x accel. If you recover the plane, he (and most likely the core too) is left on the runway. But that's no problem, you can recover the 'payload' too separately after (or before) that.
  20. Is that even possible? As in no oxidizer at all? Ahh, forgot about nerves. I see now. I envisioned an SSTO that uses monopropellant once the jets flameout. That sounds fun. I might try it on a boring weekend.
  21. Testing a mainsail on LKO above 120km. Got that one just when I unlocked the engine - so pretty early on the tech-tree. I was just accepting all testing missions. I probably could have done it, but not with making profit. And somehow when I was doing multiple tasks at once, I could never get myself to include it into the payload.
  22. Damn. More than 3 hours of struggle. The success at the end was more relieving than my first Mun-landing... and it took a lot (a LOT) more crashes. Now I'll ritually pack that cursed craft into a fairing and launch it into Kerbol. Than delete the craft-file. Maybe I'll format the HDD too, just to be sure. In three hours I didn't manage to take off properly - even though I read the whole thread for hints, even watched the two videos. I could only finish the challenge because of a 'lucky' takeoff attempt - by lucky I mean one that destroyed some uneeded bulk of the plane. Namely most of it's engines. The rest was a breeze after that. Guess time will heal the wounds caused by frustration. Maybe as an old man, I'll smile while telling the story of the Drunken Plane to my grandchildren. But now I just wanna' see it burn. Alcohol never was my favorite poison, but didn't think not being accustomed to it will make this task -that- hard.
  23. I miss the 'it's just a different iteration of the game we love' option of the poll. Things broke, things get fixed, fixes break other things. Perfection is impossible. Improvement on the long run is undebatable, the fact that I like or dislike a certain change doesn't matter.
  24. Weee! Thanks! Not sure many people noticed, but the K-prize badge has a tiny bit lighter background than the forum. Depending on your monitor setup, it might even be invisible to you. Call it OCD, but it bugs me, so I made one with transparent background. Feel free to use it.
  25. This challenge needs some love. So I made a badge for you drunkards, mainly for I wanna' slap it on once I manage to land. Feel free to use it. I hope the plane can still lift off in 1.0.4... EDIT: Dang, my piloting skills are nowhere near the required level... I can't even reach the end of the runway... My 'best' attempt was an accidental one when I switched to IVA: didn't see a thing, but almost managed to reach the sea...
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