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Everything posted by Spricigo
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Why this selective reading? I already posted twice how to include a probecore without a service bay. use any attachment node available, is simple like that. If there is none, a single cubic strut(1part, 16funds, 1kg) is all you need. Another solution: just place between two parts of the main stack.It will be ugly and not so strong, but it will work.
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1st:It don't adress what you asked for. I said I will not build the craft. No time for this. 2nd:You request was open enough, so I could use fairing and RCS propulsion and still meet the required specs. 3rd: control from the docking port make the exact position of the probecore irrelevant . 4th:Each part will have pros and cons. Finding the combinations that best suits your needs is one of the objetives of the game.
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help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
Well, do something else for a while and when you feel more prepared try rendezvous again. It become easy after you figure out a few things that are not evident at first, just that those insights sometimes takes time. Also, I think that necrobones can do a better job explaining it then I did: -
Mod Suggestions for console edition
Spricigo replied to Deno_cooper1995's topic in KSP1 Suggestions & Development Discussion
like docking ports and the klaw? -
help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
yes -
help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
that is it. You can do at lower heigh if your deltaV budget is enough. But let's be in the safe side, we still have a rendezvous to do. -
Then you may just have the stuff you cannot attach to it in a octagonal strut behind it. So not really a meaningful limitation. In any case how much is "immensely high pressures and very hard impacts"? The scientific instruments will be actual parts or built-in experiments? It seems to be a viable idea for a mod, but need some balancing.(IMHO)
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help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
BTW you go stranded on the Mun and now ended in a orbit that is reverse of the intended. congratulation, you are not a true kerbal player until you do those things. -
so...how exactly I deliver it to places?
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A reason to dive into Jool
Spricigo replied to nikokespprfan's topic in KSP1 Suggestions & Development Discussion
there is the airpark mod. -
help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
Ok, look for the AN and DN markings, those are the points where the orbits crosses. If you hover the mouse over this marking it will show you the inclination. Inclination change are a lot cheaper when your speed is low, thus at higher heights. So the best way to invert the direction of the orbit (change of inclination by 180º) is to raise the orbit up to the limit of the SoI, coast to apoapis and revert your orbit there (point retrograde, set SAS to hold orientation and burn), after reverting the orbit cost again to periapsis and lower the apoapsis. Don't worry, you still have enough deltaV available. -
help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
Active vessel and target vessel need to be in the same SoI. Can also be displayed by MJ -
A reason to dive into Jool
Spricigo replied to nikokespprfan's topic in KSP1 Suggestions & Development Discussion
how about trying to do as low as possible and still return? -
help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
oops, my bad...was still thinking about the surface rescue idea. Notice that the stayputnik don't have any SAS and without a kerbal on board you need a link to KSC for control. Still, not that prevent you from being suscefull. -
help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
ok, ok, calm down and think a bit about your plan. You sent a ship and ended stranded, now you want to send a similar ship to rescue the first. to rescue at the surface your rescue ship need to be more capable than the one that is trapped there. -
help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
You go it! it's just like that. -
help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
no. you need less deltaV for your rescue ship to reach mun's orbit and rendezvous with Jeb than to go to the surface. That said, rendezvous can be quite tricky to learn,. That may be the issue for you, but on the other hand for a rescue in the surface you need to land near Jeb what can also be very difficult. -
help getting orbit, a second time.
Spricigo replied to putnamto's topic in KSP1 Gameplay Questions and Tutorials
Actually that is plenty for achieving orbit.To orbit you don't need to go up, you just need to go sideway really fast. The only reason to go up is to avoid drag (colision with the surface is just a kind drag). So just lift-off and inediately point above the horizon just enough to clear the surface. You will still need a rescue mission. Its a bit over 300m/s to reach Kerbin's atmosphere and you'd have a bit less than 200m/s in your craft. So you need to send another ship to rendezvous with Jeb, then jeb EVA, grab the science and return home in the recuee ship. If you need help with rendezvous that should help you. -
Manoeuver I don't get...
Spricigo replied to Warzouz's topic in KSP1 Gameplay Questions and Tutorials
Maybe the simpler answer is the correct one: because he don't need to make it any closer. The maneuver may not be the most fuel efficient but he have the fuel to pull it off. Also, there is reasons to be suspicious about his bideos after -
Only the package with a RC-L01 Remote Guidance Unit is can be a mupti-hop Remote Control Point. Single-hop Remote Cobtrol Point can be provided by RC-001S Remote Guidance Unit, Mk1-2 Command Pod or Mk2 Lander can. You are simple ignoring the what RGUs are designed to do. The probecore part is just a bonus, for the intended use of the parts of little relevance. So we come again to: don't want a RGU, don't use a RGU. Ifwhat you want is an advanced probecore that is the HECS2. If that is not enough mod your game.
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A reason to dive into Jool
Spricigo replied to nikokespprfan's topic in KSP1 Suggestions & Development Discussion
Not a bad idea, but there is already a reason to dive into Jool: the challenge.