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Godot

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Everything posted by Godot

  1. People at NASA assume they are caves: http://science1.nasa.gov/science-news/science-at-nasa/2007/21sep_caves/ Due to the thermal behavior (the holes don´t seem to be as influenced by the day/night cycle of MArs as the surrounding environment)
  2. My comment isn´t aimed at people who already learned how to do the basics (orbiting, aiming for planets, landing etc.) manually and then use Mechjeb(and/or use Mechjeb as a learning tool), but rather at people who use Mechjeb as a replacement for learning the basics. Those people might run into problems sooner or later, when an update breaks Mechjeb and they will have to do everything manually till mechjeb is fixed/adapted to the new version (and they lack the knowledge to do things manually)
  3. O.K., I agree, if it is not used instead of doing it manually (which IMHO is the greatest danger when using it), but only to show how it is best done (before trying it manually for yourself) then it can facilitate learning the basics
  4. Well, there is Mechjeb which is basically some kind of Autopilot ... but I wouldn´t recommend to install/use him until you have a very good grasp of the basics (like orbiting, flying to Kerbins 2 moons, landing on them, returning to Kerbin)
  5. m is the altitude in meters ... to get the altitude in km just divide the altitude by 1000 (with other words .. aiming for an altitude of 100.000m is usually recommended)
  6. Usually a good tip is to first start going straight upwards till around 10km and then gradually lean youre spaceship to the right (i.e. the 90° direction)and to try to aim for an orbit around 100km around Kerbin. And yep, looking at the large version of the pic, obviously you just went upwards till your fuel was exhausted. A good source for informations and Tuts can be found in the KSP wiki http://wiki.kerbalspaceprogram.com/wiki/Tutorials
  7. Dunno about imageshack, but on http://imgur.com/ (which is used by many if not most here on the forum) your screenshots don´t get scaled down
  8. Your graphics unfortunately is too small to read the numbers regarding your orbit. Generally speaking for orbits around Kerbin, your Periapsis should be above 70km, as this is the point where atmosphere (officialy) ends. At altitudes below of this your Probe/Sat/Station/Spaceship/whatever will get slowed down (which will result in a decaying orbit, finally resulting in a lithobraking even of the station when its periapsis goes below Kerbins surface)
  9. Addendum (to my last posting) For completenes sake I did another 4 flights with 2 flybyes each for Mun and Minmus (one high and one low) . With these 4 flights added my score went up to 773 Rocket was similar to the one I mentioned for orbital flight .. just with another stage with 7 * (2 FL-T400 Fuel containers and a LV-T30 engine) strapped below it
  10. I reached 331: In addition to the rules listed I only used a single orbital and a number of suborbital flights (as you mentioned that the poster didn´t go farther than LKO) ... despite I am sure that you could do a flyby (probably even landing) on Mun/Minmus with the parts listed. Missions usually were suborbital or atmospheric flights to the numerous Biomes on Kerbin, with EVA + Sample collection at the target Biomes and EVAs during the flight Rockets were so simple even an absolute beginner could come up with them ... For atmospheric and subortbital flights I used: Capsule (with 2 Goo containers hangng on it) + Parachute and then, 1-2 stages with 2 FL-T400 Fuel containers and a LV-T30 engine. Exception was the orbital flight where I used the second stage as listed above and the first stage with 4 * (2 FL-T400 Fuel containers and a LV-T30 engine)
  11. So, judging from your screenshot, bare minimum means, that unlocking the second tech tree node (which gives us decouplers, after all) is allowed
  12. It also comes back when you go to a Biome where you are able to log the temperature (same applies for the other instruments)
  13. Can confirm this ... my own probe had the same temperature reading ... and it was in bright sunlight, near the equator of Moho
  14. Well, I restarted my first run through of the career mode when I had only the last layer left ... my second (=current) run through at the moment has 3 or 4 items of the last layer left. I have done a lot of manned missions to Mun and minmus, landed unmanned rovers on Duna (+Flyby on Ike) and Eve (+orbiting satellites) as well as a probe on Moho and currently are aditional probes underway to Jool and Dres (which very probably will give me enough science to complete the tech tree). Next step will probably be a manned mission to Duna and maybe multiple probes/rovers to Jools moons and maybe an additional manned mission to Jools Moons, Dres and/or Moho
  15. I regularly do so, as I often have missions running concurently (and also do an Excel table which keeps track of mission stats/outcome). As most of them are exploration missions, they usually are named with [Target Planet]_[Number] In my current game I had, for example, running a mission to Eve, Duna, Moho, Dres and Jool, all at her same time ... the fact that I made the ships Eve_1, Duna_1, Moho_2, Dres_2 and Jool_1 made it much easier for me to pick the right ship within seconds
  16. Looks like lots of people have been watching "Gravity" during the past weeks And nope, i haven´t ... even during the times (past vrsions) when my Kerbin-Orbit was "crowded" with debris (that is, before I implemented the policy to try to keep the debris for the launch stages suborbital or at orbits that were far away from my usual parking orbits (~90-120km)) I never was hit by debris (although, at this time, I had around 2-3 occasions, where I was able to watch debris flying by in higher or lower orbits)
  17. I for my part use the following designations: Return Module (RM-x): The part that returns to Kerbin ... usually the capsule together with parachutes, some attached science modules and means to produce/store power Lifter (A/B/C/D...-x): The part that gets the payload into Kerbins orbit Interplanetary (IP/IPL-x): The part that gets payload from Kerbins orbit into orbit of another planet (or moon) Lander (atmosphere/vacuum) (LA/LV-x): Well, the part that lands on a planet/moon (in a manned mission) ... often a combination of Return Module (of a certain type) + attached landing engines (and additional legs) ... if designed for planets with atmosphere it also contans parachutes Probe (atmosphere/vacuum) (P_A_x/ P_V_x): Unmanned lander to another planet/moon Rover (unmanned/manned) (R_U_x/R_M_x) Sat (Sat_x): Unmanned ... orbits planet, contains limited maneuvring means, antennae, sometimes science modules that work in vacuum
  18. If you mean OP ... he has a single Communotron 16 ... if you mean my rover ... he has a Comms DTS-M1 at his backside (hard to see in the screenshot)
  19. Well, it depends on your size/setup ... that´s, for example, my Eve/Duna Rover that is currently undergoing testing on Kerbin and has all instruments available to me: In a first test it already successfully landed in the mountains of the island that houses the Kerbin airfield and was able to drive down slopes with >= 45° and able to navigate with 2 flat tires (photo is of the 2nd test however ... Highlands north of KSP)
  20. Made it several versions ago (when you could put your own flags into KSP)... initially it was only planned as a mission flag for Mun missions ... but finally I adopted it as a flag for my Kerbal Space Agency
  21. The east rim of Muns East farside crater also seems to be more diverse than expected ... I found 5 Biomes in vicinity of my Lander ... East Farside crater Canyons Highland Craters Midlands and Northwest crater Seen in this gallery: http://imgur.com/a/WZnj2#0
  22. That´s not a bug but a feature ... physics are only simulated in vicinity of the active ship ... for all ships (or parts) that aren´t in vicinity physics are disabled and the parts are put "on Rails". In former versions this would lead to parts on collision course with planets to happily fly through the planets surface (and reemerge again to continue their orbit). But a few versions ago Squad solved this by deleting parts that leave the vicinity of the active craft and are about to crash into the surface. Therefore you will only be able to assist execute one parachute descent at a time
  23. Well, I am sure we could construct bioreactors with choroplasts or algae behind micromembranes to turn CO2 in solution into O2
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