Nich
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Everything posted by Nich
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Yes I have done landings in monsters on Duna. I was able to get down to about 170 - 180 using body lift. You have to do it at just the right altitude (about 8 -10 km) Too high and you will speed up with the parachute deployed and rip it off. Too low and you lose too much speed and don't have enough lift to stop your descent. So 6463 total dv -1052 perfect transfer to Duna -10 dv powered landing -646 perfect return gives 4755 dv if you can get off kerbin for 3200 dv that leaves 1555 to get off duna. It has a pretty high TWR so 3200 is definitely possible. I normally pack 1500 dv but looking at a dv map 1450 is possible so 1400 with a perfect assent is not impossible. Thus leaving 155 dv for errors. 4 Airbrakes eats up only 60 dv so if your spending more then this to slow down then it is worth it.
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My first docking attempt took almost 3 hours, had to revert 3 times because I ran out of mono prop. Almost more satisfying then my first Mun landing without SAS. I can now dock 100t monsters with nothing more then reaction wheels and main engines My most important advice is SAS is the "t" button. took me 3 days to figure that out.
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Hmm.. I will have to try it but I have landed some monsters on Duna with only body lift, parachutes and a powered landing. It is really nice now that landing gear can take a bit of a hit
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Body lift should get you slow enough to keep from using engines on Duna landing
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Will part count still be an issue in 1.1?
Nich replied to Der Anfang's topic in KSP1 Suggestions & Development Discussion
WOW I must be doing something wrong My 250 part base is lagging to the point of INOP -
haha clearly I never learn Engrish lol
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Removing debris efficiently & easily
Nich replied to KocLobster's topic in KSP1 Gameplay Questions and Tutorials
NO WAIT!!!! Don't get rid of your debris I just started a challenge to use all this debris to make new stuff using KIS/KAS -
So a couple things 1. Loved the music 2. Tower is absolutely amazing how many parts? Has to be close to 1,000 at least. 3. Looks like someone types while looking at the keyboard lol
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is this all rss and associated mods?
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Yet another MPL question
Nich replied to KocLobster's topic in KSP1 Gameplay Questions and Tutorials
I am seen plenty of things that magically fix them selves don't worry about it. -
I made my first youtube video as a supplement for this tutorial. Please leave a comment on ways to improve. If you are like me then the most expensive part of playing KSP is your time. With that in mind I thought it would be nice to make a tutorial for rendezvous in less then 10 minutes. First you have to build the right Rocket. Important things to note. 4000-5000 dv. Extra fuel can be delivered to the station. Starting TWR of at least 1.7 and it is good to keep it consistent. Rendezvous TWR of around 1. 1.25 is nice as your learning .8 is about my low limit. Select your target and time warp until it is at the Island peninsula. QUICK SAVE F5 Launch and set up a nice easy gravity turn (we are not going for efficiency that is why we packed 4500 dv) After the first stage burns out switch to map mode. This is our chance to correct AN/DN while we continue the gravity turn. However in my example I launched at the worst time so I will simply have to correct as I get closer. Once you get an intercept node you will be either too early or too late. It is better and easier to be too early simply burn up away from kerbin. If you are too late you can burn horizontal or even downish but you may or may not be able to catch up. Get the nodes close. Anything within 25km is fine. You can overshoot the orbit and this will buy you more time for the station to catch up but generally you want to be just as early on one side as you are late on the other. Switch the nav ball to target mode. From here the approach is entirely visual. Because the difference in speed is so large orbital mechanics do not come into play much at all. I suggest following the rule of 10. If you are 80km away you should reduce your speed to less then 800 m/s difference. 40km/400 m/s, 10km 100 m/s, 5km 50 m/s. If you want to get there faster you can apply the rule of 5 (40km / 800m/s, 10km 200m/s, 1km 20 m/s) This will help with passing right by the target. Use these burns to push the retro grade marker directly into the target. As you can see I made it to my station in a little over 8 minutes with over 1000 dv left. With practice 5 minute 3500 dv rendezvous are possible quite easy.
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I disagree too many parts can scare away new people. I guess I really wish squad would support mod packs more or incorporate them into officially supported version with debugging and optimization.
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Bill and Jeb are just two down on there luck guys. Jeb crashed his last test craft and Mortimer finally canned him. Bill was caught making hydrazine for personal use with company property and forced to resign. However neither one of them want to spend the last of their days on kerbin. As a requirement of Bills resignation he gets to design one final 18t craft for personal use. Bill and Jeb launch into space to begin a life of Piracy. Unfortunately Bill and Jeb are still good guys and don't want to hurt other kerbals so they are torn. Bill realizes that there is so much space debris in orbit that there is no need to steal they have plenty of materials to build whatever they want. Hall of Legends Jetski put together a very nice Mission report that made this challenge look TOO easy here Rules -Using your current or most cluttered career -Using KIS/KAS utilize space junk to explore the solar system. -Abandoned stations with no kerbals aboard are fair game -Fuel can be stolen from mining stations guilt free -If you absolutely have to fuel can be stolen from active stations but Bill and Jeb will feel really bad. -Any kerbals Bill and Jeb rescue first join Bill and Jeb. Badge will be something along these lines but I want to change the skull to look kerbal and of course the bones are going to be replaced with Kickbacks. Possibly curved text I am not sure if it will look good. If anyone want to submit a badge will also make the hall of Legends. There will be no leader board however there will be a Hall of Legends
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Stability/control issues in very low tech craft
Nich replied to UmbralRaptor's topic in KSP1 Gameplay Questions and Tutorials
To be honest I did not even think Munar flyby was possible with tech that low I am normally happy just to get to orbit at that point. And yes I was originally confused by your first post because you did not address the known noodling issue that is a design challenge for tech that low and you didn't use the FLT-200 which is available at the same time you unlock the swivel. -
I am probably going to lose points but I actually had four parachutes just didn't include it as the landing sequence was getting a little pic heavy. The hardest part was hitting KSA in 1 pass. Landing gear and claws were really temp sensitive when attempting to use body lift at high speed. I had to do the mission twice I quick saved before just before entering atmosphere. Blew up mashed F5 attempting to reload. realized after about 10 second my game was not going to reload and I had to do it all over again Second try I quicksaved just before atmosphere lost a landing gear from the target payload. Third try I got it close enough. I should have just done multiple braking passes would have been quicker. Oh and since it was a pretty heavy, required maned, required landing at KSA and it was my career save I have awarded my self 1 free kerbal 1,000,000 kredits 50 rep Which is inline with hulk rescue mission I currently have 1/3 the weight, 450ish total credits 32 rep
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https://en.wikipedia.org/wiki/Air_launch_to_orbit
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Yet another MPL question
Nich replied to KocLobster's topic in KSP1 Gameplay Questions and Tutorials
And easy test is to save your game and then time warp 1 year in the future. Empty the lab warp again do this 5-6 times if it is still producing science it is definitely bugged -
FIrst off I love all the parts of Stock KSP and am NOT suggesting adding anything to stock. If KSP is really based of lego part theory why doesn't Squad release more official part packs? I love the asteroid mod but it would be nicer if the parts were themed with instructions or pics of the intended purposes of the parts. You can then download the part packs, put together the models and play around with them. Then take them apart and throw all the parts in your play bin. I know the suggestion is not the best currently as the modding community already does this but definitely something to think about around the time of 2.0 or officially supporting mod part packs that align with Squads direction for KSP.
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Same could be said for the reliant, swivel, i beams, largest landing gear, big s tail fins, stayputnic, fat airplane parts, and many others. When having a lego set more options are always better.
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Unemployed aerospace engineer. I wanted to be an astronaut but I have a hearing loss and vision impairment so that and fighter pilot are out of the question. I spent 8 years developing aviation avionics but found the job to be way too boring. Now having a midlife crisis and debating going back to school for my PhD. or getting a job in actual space engineering. Had an interview to work with Boeing on the SLS that I am waiting to hear back from. Fingers crossed.
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Not a fan of either, too much green on one to high contrast on the other
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I love the contract mode. The progression has made perfect sense for me. A little annoyed that I sent a mothership and landers to Duna at the window (on contract) and after the window got 3 more contracts I would be interested in but I am already done with Duna and prepping for an Eve/gilly exploration so I am going to have to send 1 empty base 1 worthless satellite and 1 empty station to Duna system next window. But that is mostly my fault as I used an explore Duna, and explore Ike contract to fund a landing on every biome while I was there. My Eve/gilly mission is paid for by 2 gilly contracts but allowed funding for 3 kerbals to mine out most the science from Eve. I may make it a 2 window mission and send supplies next window as I am playing with life support. I am killed by part count I would love to set up 300-400 part bases in every system but my limit is about 200 to keep the game playable. I am dreading a contract to upgrade my Kerbin station. I have to add 8000 EC and 15 kerbals but the station is already at 210 parts. I may take an engineer and remove a bunch of unnecessary parts with KIS/KAS but I have not used that station in a while
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I do not want to have to farm 140,000 science to be competitive in challenges. Community tech tree is the way to go
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So no one had posted my idea. I had not done it because I thought it was too obvious. Anyways here it is. I did this in my career game and had not unlocked the nuke power supply so I added batteries and solar panels until it had the same weight. I also had to add some LS so my kerbal would survive. Dropped that before I took off. Used infinate fuel to put it on the Mun. The claws were a pain in the but couldn't get one to connect no mater how many time I rammed the craft. Finally took it to a flatter spot and did some reaction wheel angling and it finally connected. How many kerdits and rep do I get?