Sir_Robert
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Everything posted by Sir_Robert
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Landing on the Mun (newb)
Sir_Robert replied to Giygus's topic in KSP1 Gameplay Questions and Tutorials
That's the spirit. As for getting back: I'm not sure if you know or if you were just very low on fuel when trying, but it's actually extremely cheap to return from the Mun (and Minmus). This video explains it: Starts at 19:20 Beware re-entry heat, but you should be fine (just point in retrograde direction) -
Rotation-Trajectory Interaction Bug
Sir_Robert replied to M3Henry's topic in KSP1 Suggestions & Development Discussion
Well it's good to know you're working on it -
So I needed a new heavy tug
Sir_Robert replied to Somtaaw's topic in KSP1 Gameplay Questions and Tutorials
If it's already in orbit, you aren't fighting gravity anymore -
Probably exactly the same thing with root parts. Read the answers given to you and use those to solve the problem
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So I needed a new heavy tug
Sir_Robert replied to Somtaaw's topic in KSP1 Gameplay Questions and Tutorials
Personally my tugs are RCS only, because they operate only near the stations. The launch stage delivers them to it. So the Kerbodyne engine seems a little overkill to me, but that depends on what role you want it to fill. Either way, you should probably put up some way to slow down (unless you want to turn your tug + part around to use the main engines to slow down). So maybe 4 way RCS blocks, or rotated RCS blocks (it seems you are using the LF+OX RCS ports?) Also: Does it have solar panels? Or some other way to generate power? It probably needs something -
This. You can only attach a subassambly (or a merge) by open attachment nodes on the subassambly.. As a fix, load your shuttle as normal, and attach a small octagonal strut to the belly (where you want to hook the decoupler to). Now change the root to that strut, and save. When you load it as merge now, you'll have an open attachment node on the belly that you can attach to the decoupler
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Rotation-Trajectory Interaction Bug
Sir_Robert replied to M3Henry's topic in KSP1 Suggestions & Development Discussion
This is because, while rotating the ship, your COM moves around (your ship rotates around the root, not the COM) An extreme example is here: -
Ugh, I feel sorry for console WoT players trying to aim with a stick. There's no way for them to reliably aim for weakpoints. In the same way, I cringed seeing that guy struggle to get his Mainsail to attach to his rocket. If that already took effort, there's no way they'll ever be able to build some of the things we do here with offset and clipping. Also: holy tits that UI is big
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Don't forget to make it VTOL
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Don't forget to put a claw (advanced grabbing unit) on your tug as a means of attaching itself to future station parts. This gives far more flexibility than docking ports. For example, you could attach 2 such tugs on mirror sides of a big module to ensure the total construction is balanced, even if you don't want any docking ports there EDIT: Also a good, if somewhat obvious tip: Build your station at it's final destination. Unless you design it specifically to be movable (like making a single long cylinder), it is very hard to move a station
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I recall there was once a challenge with rockets starting off flipped upside down (that is, main engines pointing up). Kindoff in the same spirit
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Problem with orbital station mission
Sir_Robert replied to Anker's topic in KSP1 Gameplay Questions and Tutorials
See the first screenshot. It already is -
Just copy the entire KSP folder (mods included) to somewhere else. KSP doesn't do steam DRM, so you can just start the game from the KSP.exe file in there
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Put bunch of unrelated things in a single launch?
Sir_Robert replied to omelaw's topic in KSP1 Discussion
Extremely ambitious though -
(Dear squad:) Soon™
Sir_Robert replied to Robje's topic in KSP1 Suggestions & Development Discussion
They know what they bought. This game, the one they have right now is what they bought. Everything else is bonus that you may get some day. Do you always do everything you plan to make 2 years in advance? Because that's what you're asking here. Squad is telling us everything they will definitely do. And the only thing they will definitely do right now is make 1.1 After that comes out, they'll go plan out what comes next -
Make all hatches boardable
Sir_Robert replied to Mat2ch's topic in KSP1 Suggestions & Development Discussion
Seems silly that some of those hatches on an attachment node are functional at all -
How easy is it to fly something like that? I've always had trouble with designing planes, would that make it easier?
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Put bunch of unrelated things in a single launch?
Sir_Robert replied to omelaw's topic in KSP1 Discussion
The trick is to give your satellites an Oscar fuel tank and spark engine. That way you can drop them of wherever in the target SOI and they can put themselves in the proper orbit -
(Dear squad:) Soon™
Sir_Robert replied to Robje's topic in KSP1 Suggestions & Development Discussion
Well the first 2 steps do happen. All the time. Everywhere -
(Dear squad:) Soon™
Sir_Robert replied to Robje's topic in KSP1 Suggestions & Development Discussion
That's the whole thing. If they give us such a map, people will only start complaining that it's taking to long. If they tell us they want to do X, and then when they start working on X, find out that X is actually really boring, the only thing that will come of it is people complaining that 'they lied to us' -
Maybe you need to manually refresh your mod list? I'm not sure if that happens automatically by default
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It's a little unintuitive, but seems to be chock full of very useful information. I'll probably keep this for when I need more detailed things along side my subway maps
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In Game Newspaper Suggestion
Sir_Robert replied to Daveroski's topic in KSP1 Suggestions & Development Discussion
Guess I should have explained it more obviously: What does the game CLASSIFY as a mission? Currently, there is no such thing as a mission in the game. There are milestones, which it seems is what you actually mean. So now that we have established that you mean milestones and not missions: When would this trigger? When you recover the relevant ship? When you get back to KSC? Right at the moment the milestone triggers? They are already acknowledged through the message system, so what would these newspapers add? Personally I don't pay any attention to the milestone messages, why would a newspaper be any different? Most people would probably click out of them instantly