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Everything posted by TheTripleAce3
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Once your trajectory crosses the Target's orbit, these become more useful. "Radial out" makes you go slower so you arrive later, this allows the target to catch up to you if your initial trajectory was too fast and you still have a long ways to go. "Radial in" makes you go faster so you reach the target's position if it was slightly ahead of yours. Definitely more advanced than pro/retrograde but definitely important.
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How dangerous is duna’s atmosphere
TheTripleAce3 replied to RocketSquid's topic in KSP1 Gameplay Questions and Tutorials
Keep pe above 20 km and you should be fine. -
What is the highest an air-breathing engine can operate?
TheTripleAce3 replied to Privvet's topic in KSP1 Discussion
28,500m on rapiers and 22,200 on whiplashes for me. -
300 or 400 something hrs.
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So now that you're in the home stretch, will there be a project after this like a Laythe Island Cruiser or Ike grand space road trip or something like that?
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Kerbal Space Program Breaks Ground with a New DLC!
TheTripleAce3 replied to UomoCapra's topic in 2019
It'd be amazing if you could get a kerbal to mount a deployable experiment on a rover and have it move around while still being able to record data, but that wouldn't exactly be realistic (even by kerbal standards)- 1,121 replies
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- announcement
- dlc
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(and 3 more)
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Planing a Trip to Jool
TheTripleAce3 replied to Explorer- NWB's topic in KSP1 Gameplay Questions and Tutorials
What version of the game are you on? -
Small VTOL plane w/ claw or ISRU could be cool to use. Almost like the "Mars Scout Helicopter" idea planned for the 2020 Rover.
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I usually make a "Mobile Scope" probe as one of my first probes in science saves, just in case an asteroid comes into a convenient spot for me. I usually do a "Launch Straight Up" profile for these given the massive fuel stack and SRB amounts I use early on, sometimes modified to add a wolfhoud or poodle engine on there, they can get 5-8km/s even after leaving Kerbin SOI. It usually comes with a science jr, goo, and the rest of the stuff given it'd be my first thing outside Kerbin SOI. So, outside of contracts, how often do you guys use the scope?
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Can't add maneuvers. Why?
TheTripleAce3 replied to Ruloveit's topic in KSP1 Gameplay Questions and Tutorials
In sandbox the nodes can be buggy and not allow you to make more nodes or alter them. Simple fix is going out of the map and back in, if this fails, try again. -
You should be able to find the smiley face that reaches 1.5+km down in that ocean.
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Come to think of it, I have no idea when I started thinking of them as Omni antennae, I thought I read it on the wiki but a search there shows that couldn't be the case. Maybe it was from some video somewhere that had RT installed. However, I could have sworn that I've made a chain of Landers on the Mun or minmus that rely on one HG-5 and the rest using communotron 16 antennae to communicate with the rest of the chain... I'll do some digging tonight through my saves, thanks very much for the correction.
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SENTINEL Telescope Contract
TheTripleAce3 replied to K3rb0dyn3's topic in KSP1 Gameplay Questions and Tutorials
It will in theory do so, but your best bet is just putting a scope in a fairly low solar orbit and having the scope pointing away from the sun so it effectively gets a wider FOV (not sure if actually modeled but makes sense to me for general asteroid hunting). -
There was a single platform somewhere on the planet at one point. Thx Nova.
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Comm 8888 has beepboop on the inside of the antenna.
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The outer planets refueling station
TheTripleAce3 replied to strider3's topic in KSP1 Mission Reports
Good points. -
Space Planes and Drag and Drop Tanks
TheTripleAce3 replied to MrOsterman's topic in KSP1 Gameplay Questions and Tutorials
If you want to do Mun flyby's then you may want to switch out the spikes for NERVAs and the LFO tanks to LF only. 2 whiplashes not being able to push the thing is very unlikely if you're dropping the tanks, and as pointed out above, you're about to meet the Rocket Equation head-on in a situation where it will win. I have a few whiplash/spike planes and what might end up happening is you reserving a quarter of your drop tank mass for Oxidizer to run the spikes for a few seconds at mid-high alt WITH the jets still pushing as well. Best of luck. -
Space Planes and Drag and Drop Tanks
TheTripleAce3 replied to MrOsterman's topic in KSP1 Gameplay Questions and Tutorials
In short it looks like you should be fine, just that testing at 4km is often too low for a accurate measure of performance (for me at least). Maybe next time see what you get at 12km, after re-reaching that 440m/s mark. -
The outer planets refueling station
TheTripleAce3 replied to strider3's topic in KSP1 Mission Reports
That seems slightly overpowered BUT I guess you do have other means of power production backing them up as well. On a secondary note, why not bring a massive RTG array up there? Part count within render range? -
The outer planets refueling station
TheTripleAce3 replied to strider3's topic in KSP1 Mission Reports
How does one produce more than they consume through mining? -
The outer planets refueling station
TheTripleAce3 replied to strider3's topic in KSP1 Mission Reports
Is the 5 solar arrays compensating for Dres' distance?