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Everything posted by Draalo
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There are plenty of tutorial videos, just search youtube "orbital rendevouz ksp" If you are playing career just accept a "rescue XY from orbit of Kerbin"-contract. Watch some vids, do the contract and get some practice. Maybe rescue one or two more with more contracts. Then all you need is a vessel capable of reaching Dunaorbit and have spare dV for the rendevouz, and of course the dV needed to get back to Kerbin. (you can buy new Kerbals at the astronaut complex OR you can do rescue contracts, you ll get founds instead of paying. The rescued Kerbal will stay in your team for free )
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How do I build a submarine
Draalo replied to TurboBilder's topic in KSP1 Gameplay Questions and Tutorials
Consider using cargo bays. They have different buoyancy when open or closed. Build a vessel which ca barely float and add some cargo bays. Bind open/close to an actiongroup. Press that key, all bays will open and the vessel will sink. Press it again and it will float again -
Help me escape the atmosphere
Draalo replied to zyco187's topic in KSP1 Gameplay Questions and Tutorials
Oh, my first post was related to the design from Scarecrow, not that one from OP. zyco187 newer answered or had additional questions - so this thread may be just chat between the Elders Offtopic: if you dont use any mods similar to KER consider using it. I really like the display of AP and time-to-AP in the mainscreen during ascent. I hate switching to map and back while controlling the craft. These displays are configurable, add all info you like (or remove that ones you dont want to see) Usefull are: - dV staged - TWR - inclination relative to target you may even find time to suicide burn, or orbital period usefull in some cases. -
Help me escape the atmosphere
Draalo replied to zyco187's topic in KSP1 Gameplay Questions and Tutorials
KER shows on the bottom left EC = 50 - thats the EC from the MK1-pod KER also shows inflight the names of the biome (But beside that, the surfacescanner weights only 5kg and produces only a tiny amount of drag - doesnt matter if its there or not) agreed -
Help me escape the atmosphere
Draalo replied to zyco187's topic in KSP1 Gameplay Questions and Tutorials
That design looks better but i recomend some tweaks: Ignite the swivel together with the boosters. Switch KER to atmospheric mode, rightclick the booster and adjust the thrust till you have a TWR of 1.5 (NOT! the thrust of the swivel) (If you used the reliant exchange it with a swiwel) The swivel has gimbal which means it can steer. Note also that the thrust of all solid fuel booster can only be altered in the VAB/SPH Remove the surface scanner, its useless in space (It also provides no sciencepoints - it shows the local ore density when landed) You should add some solarpaneels or add at least a bunch of Batteries, otherwise the ship will be uncontrolable when all EC has been used - resulting in a failed mission. -
100% is possible: https://cdn.discordapp.com/attachments/377869516505612291/454522307965091850/unknown.png
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There are 4 new microbiomes, dessert launchpad and runway and woomerang launchpad/ island runway. Just take a pod and slap every instrument you have on it. Launch at the new sites Profit. Start a new career, visit all launchsites, resarch till you have science jr., repeat launching whenever you have a new instrument. I was able to do a Munlanding with my 3rd real launch. (First launch was only to get rid of the contract "launch first vessel" - 2nd one completes "escape the atmosphere" and "Orbit Kerbin")
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Deploy Kerbal Chute in Seat
Draalo replied to HB Stratos's topic in KSP1 Gameplay Questions and Tutorials
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Ore Station Question.
Draalo replied to Rocket In My Pocket's topic in KSP1 Gameplay Questions and Tutorials
Lander just needs enough dV for landing, ascending and rendevouz/docking. The converter is heavy... I ll recomment to leave the convert-O-tron in orbit because its heavy and just use enough tanks on the lander to do the trips. One or two engineers onboard the station speed up the conversion rate. Dont forget to mount enough radiators and solarpaneels. Test the Vessel on the runway. -
help poor val get back from the mun
Draalo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
1034 m/s dV is pretty enough to reach Mun orbit and return to Kerbin, look at: https://wiki.kerbalspaceprogram.com/wiki/Cheat_sheet (scroll down to the picture) Try to reach a stable low altitude orbit first. Remember that Mun has no atmosphere, lift off and turn near the horizon (make sure you are not coliding with obstacles), a 12km AP/PE orbit is reachable with less than 600m/s. At this point a rendevouz is possible, according to how much dV you have left it is also possible to burn a return manouvre which bring you back to Kerbin with a PE of 33km - which is enough to land, aerobreaking is the keyword. When planing this manouvre, move it around a bit to find the best spot. That is when the AP-marker point exactly at the Mun. Edit: The EVA-propellant of a Kerbal is worth 600m/s dV - enough to reach Mun orbit for a rescue vessel to pick her up. -
On german keyboards the keys "Z" and "Y" are swapped. So i have bound "Y" as a secondary key to full thrust.
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Changing Kerbols/Suns SOI and escaping?
Draalo replied to Ofnir1's topic in KSP1 Gameplay Questions and Tutorials
Even in Stock you can leave Kerbols SOI without editing. Vessel should be manned because of the range of antennas. There is only empty space there if you are not using mods -
Just a guess - you may need a surface scanner on your vessel for displaying the ore rate, cant test it myself at moment and i may be wrong.
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science wont load into lab
Draalo replied to bjerrang's topic in KSP1 Gameplay Questions and Tutorials
There is a maximum amount of data storable in the lab. Rightclick the lab and check pls. Max. is 750 Data and 500 sciencepoints. Do an EVA, store the science into a pod. When the data in the lab is low enough again "review data" stored in the pod. Then click yellow buttons till data is at max. again. -
How a build a 22,000 m/s dV spaceship?
Draalo replied to Brainlord Mesomorph's topic in KSP1 Gameplay Questions and Tutorials
20k dV Ionvessel for 2 crew contains an OCTO2 too, read the post from @Streetwind (thx btw.) while constructing. removing the 2nd lander can raise total dV over 22k (!) Skipper + Poodlecombo - payload could be extended even more with bigger Engines Atmo TWR is 1.46 for liftoff added 4x small radiator - dunno if that is much enough, i have no experience near Sun Kerbol But note the loooooong burntimes and loooooow TWR. Paneels should privide enough EC vor continuous firing near Sun Hint: you can activate physical timewarp (x2, x3, x4) using ALT + "." - german keyboard while accelerating - but the mission will still be a pain. But hey - every Kerbal deserves to be rescued (Disclaimer: its just a study - i did not do any experiments with this vessel myself. Some tech may not be availiable and must be substituted.) More detailed view of the upper stage: moar -
Not Getting Credit for Asteroid Contract
Draalo replied to capi3101's topic in KSP1 Gameplay Questions and Tutorials
Has your probe docked to anything else before docking to the asteroid? Refueling maybe? Sometimes the timestamp of the probe will become the one from the older vessel you have docked to. If that was the case feel free to use ALT-F12 and complete the contract. Correcting an error is not cheating. -
Ahhh, my old Nemesis: the Reroot Node tool
Draalo replied to Hotel26's topic in KSP1 Gameplay Questions and Tutorials
Add a new part, a fuel tank for example, and make this the new root. Then grab the rest and make that a new subassembly. -
Setting Up A Relay Network Around Duna
Draalo replied to The Flying Kerbal's topic in KSP1 Gameplay Questions and Tutorials
I recommend 2 relays in a excentric polar orbit. Aim for the center of una when you do the transfer burn. When entering Dunas SOI just do a small burn so your PE is 60km above north or southpole. At PE just burn untill you keep in orbit. Decouple sat1, just a probecore with solar and a relayantenna. No need for engines. Sat2 will be the same but still with attached tank and engine. At AP you may change inclination, raise your PE as high as your remaining dV budget allows, at PE lower the AP as much as possible. At least one sat will allways have line of sight to Kerbin. -
klawed to asteroid, but cannot mine it
Draalo replied to HowlingMad's topic in KSP1 Gameplay Questions and Tutorials
Asteroids have a limited amount of ore - you may have run out of it... Pictures? -
Laythe has a thick atmo which makes a lift off hard and fuel consuming. Pol has no atmo and less gravity... ... question answered?
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Failing in travelling to Mun
Draalo replied to abickocz's topic in KSP1 Gameplay Questions and Tutorials
Why looking at atmo-dV? That only matters for the lift off stage. More precise: only the atmo TWR matters. Assuming the first stage has minimum ~1600m/s dV its enough to reach the upper atmo, where engines like terrier or poodle working at 99% vac-isp. Booster + Swivel have roughly 2000m/s atmo-dV (note that the swivels isp gets better too at higher atmo) S4 has 2400m/s - enough for low Kerbin orbit circularisation + Mun transfer Lander has 2222m/s, needed is: 310m/s for capture 580m/s to land (ideal value) 580m/s to reach orbit again and ~340m/s for a Kerbin PE about 25km total: 1510m/s. That means (2222-1510=) 712m/s reserve for landing and adjusting - more than enough. @abickocz: assuming that you have striped off the middle fins, got rid of the monopropellant and exchanged the chute with the smaller/lighter one you get even more dV because of the reduced mass and drag. Just saying in case: In the VAB you can adjust the thrust of solid fuel boosters - lower it a bit, you want an atmo-TWR of 1.5 for the lift off. -
Failing in travelling to Mun
Draalo replied to abickocz's topic in KSP1 Gameplay Questions and Tutorials
That is because you are maybe too fast at that altitude. Just guessing it from MJ readouts. And the fins in the middle stage are bad - remove them. Mount the lower ones as low as possible. Reduce the mainengine to 70% when reaching 3km - maybe more. Dont go over 350m/s while below 15km. Dont forget to increase thrust again after decoupling the booster. Front is draggy, avoid hard steering. Go straight up till you reach 50m/s. Then steer east, about 5-8° and follow the progrademarker all the time till you are over 25km. If you get visual effekt you are too fast - reduce thrust (more). PS: standard parachute is enough, remove the XL (also draggy) and consider using an adapter/cargo bay at the top. One more hint: remove all monoprop from the lander can - 60kg less weight, more dV