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Hupf

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    Curious George

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  1. Ah Dres, the King of Asteroids.
  2. At mach 6.8 One other related point: if you do have trouble with uncontrolled spinning or the craft not pointing in the desired direction (usually with a heat-resistant part in front, like a heat shield or in some cases an engine): put aerodymanic surfaces (tail fins etc) on the end you want pointing retrograde (i.e. opposite of the heat shield) and make sure mass is concentrated at the front (e.g. by pumping remaining fuel to the front-facing tanks). You will get a "shuttlecock" effect and the vessel will have a stable orientation.
  3. Try to keep a horizontal flight profile instead of a vertical one (by not slowing down too much): you'll spend more time in the atmosphere, giving it more time to slow you down. Fine-tune your Periapsis between blowing up (too low, heating up too quickly) and blowing up (too high, too much time building up heat) Make your craft lighter. Light craft are more easily slowed down by the same amount of drag. Do this e.g. by appropriately burning fuel during descent Increase drag: use Airbrakes or try to steer such that larger surfaces are exposed to the airstream (if you don't go spinning wildly or exposing temperature-sensitive parts doing this)
  4. As per information about your KSP version and which mods are installed would be helpful as well.
  5. You can customize your Difficulty Options for Career: increase funds rewards, decrease decline penalty. Also have a look at the administrative strategy which I forget the name of - it decreases contact rewards and increases "world first" rewards proportionally. That way, you still get the contracts for ideas/funds, but don't have to rely on grinding for funds.
  6. With the Advanced Tweakables Setting enabled, that would be possible.
  7. Since it was not mentioned yet: for more precise rotational alignment during in-orbit assembly, you can use multiple docking ports (e.g. on a bicoupler or carefully placed radially). In the VAB you cannot make multiple connections (i.e. having loops in the ship graph instead of it being a tree), but in space, you can.
  8. As a german, I second this. Remember last time we tried to take over rocket science?
  9. You can always design your craft in the career game, save it (doesn't cost funds). Then copy the .craft file to to the sandbox save and test it from there.
  10. https://en.wikipedia.org/wiki/List_of_spacecraft_in_the_Culture_series
  11. Instead of manually installing mods, you can force ckan to install them if deemed "incompatible" using the CLI: https://github.com/KSP-CKAN/CKAN/wiki/User-guide#using-the-cli & https://github.com/KSP-CKAN/CKAN/issues/881#issuecomment-104538090 Pro: if the mod gets updated, CKAN will automatically manage it in future (it would list, but not update manually installed mods AFAIK) Con: you have to get the package name from the GUI first and also would have to care yourself for any dependencies in the same way.
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