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jiminator

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    Rocketry Enthusiast
  1. The burn time to stop orbit tells you nothing about how long you are going to be dropping. The distance (A) helps for that. If you look at the triangle you would assume based on the test node & speed that you start your burn 19418m from the target. The calculation however shows 20727, so the delay will probably result in overshooting the target by 1300m
  2. it can be somewhat calculated, if you like that sort of thing. scott manley explained how to do it
  3. note that scientists can take the experiment out and reset the canister which allows it to be used again. if you put the science into the ship you can then transmit it... and repeat the process. The experiments can be run multiple times in the same area, however only part of the data can be transmitted.
  4. was just thinking about how career mode is good but it is somewhat pointless, empty. science is cool but it becomes very grindy. Then it struck me how much better it could all be if **some** contracts included parts rewards. Science could still be fit in there but it would not be used for unlocks. In some video game models you do x then you get y which makes doing x easier next time. The contracts could be simple to complex. Rescue someone and get a new astronaut. Recover a part and be able to use it. Fly to x and get a part to make it easier next time. The pay for parts tree with science... could still remain... but optional....
  5. damn the oil pipeline.... always screwing up the environment
  6. landing a rocket just is going to eat a ton of dV regardless of circumstances. add to that an atmosphere and it increases the complexity. missions like this can be done on a one shot basis but a plane really works much better, especially if you have multiple locations in the same area.
  7. The planet navigation is probably the weakest part of KSP. You can help with either NavHud and/or Waypoint Manager. NavHud will put all of your navball markers on the hud, they also move as your ship moves so it is easier to track destinations. Waypoint Manager will put a big marker on your hud, it also shows distance and ETA in addition to being able to do other things. Both IMO are essential to doing navigation on planets. As for those types of contracts... you can just decline them with no penalties. IMO they are just too hard and annoying to do with very little payoff. On Kerbin, fine, you get to build cool planes. On moons/planets though you are mostly talking rockets and each landing is going to be expensive. It is good to learn how to do precise landings, but probably better to use them for building a base or rescues or so on. Changing inclinations and landing for temperature readings... just not fun. All that being said... there is an anomaly surveyor that gives contracts to visit the various easter eggs in the game. VERY worthwhile, and it will test your landing skills in some places.
  8. you mean root parts? first you have to connect it to your main ship, break off what you want to save, remove what you don't want from the main ship then reconnect. You may need "re-root" parts. You have a part you want to be the main part. Click root function then click a part next to it, then click it. You can then break off the parts above it and below it.
  9. get a class e asteroid into 100km orbit. Should easily give 25 orange tanks worth of fuel
  10. hey, as a general FYI you should find and download CKAN. it is a mod manager and makes finding, installing and removing this stuff really easy.
  11. You are looking for a contract pack called Kerbin-Side Jobs, works with Kerbal Konstructs + KerbinSide, which adds many different types of bases to the planet. The missions include crash investigations, survivor rescues and moving people from one base to another. Get CKAN to make download and install easy.
  12. that is one answer. I have a saved game file of a ship attached to an asteroid. time acceleration always causes explosions. same after detaching it. the problem went away after I reattached in another spot. So what in the craft caused the "always explode" ?
  13. the "get out of warp" feature is somewhat flawed, it really decelerates, and you probably have noticed blowing by points where you said to stop the warp. this is especially true @ periapse
  14. if you want to be absolutely orbital then use kerbal engineer redux, orbit tool. it list inclination. get it to 0. you can use a node, or if it is close you can just point at a node and use RCS, hit H or N, whatever makes the number smaller.
  15. Welp push mode is not going to work on this sucker. Good thing the ship supports both.... F9....
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