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Everything posted by AHHans
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Satisfying "Build Orbital Station" Contracts
AHHans replied to Checkers's topic in KSP1 Gameplay Questions and Tutorials
As @5thHorseman already said: docking to an "old" station for refueling is O.K. Or at least was O.K. in 1.5.x. Obviously you need to undock after refueling and not keep any parts that were launched before the contract was accepted. -
Breaking Ground DLC on console
AHHans replied to Tangoromeolima's topic in Breaking Ground Discussion
Hello @Tangoromeolima and welcome to the forums. I play on PC (Linux) so I don't pay too much attention to KSP on console issues, but what I learned from "listening" to other is: a) You've mostly come to the right place by asking in the forums here. Although I don't know if the BG subforum is the best place as this is fairly quiet, maybe the more general subforums are better. b) I've seen a number of complaints about the latest patches not being ported to the console version of KSP... So, yes, it is still if Breaking Ground will be ported to console. Sorry that I don't have better news! -
Nice. I particular like the "Getting out" one. (I've marked the two that are already in the game.)
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Gilly mining problem
AHHans replied to twright439042's topic in KSP1 Gameplay Questions and Tutorials
If you get a serious kick away from the surface when deploying the drills, then they are probably indeed mounted too low on your craft. If it is just a small kick, enough to get the landing legs of the ground, but not enough to get the drill heads out of the ground, then that's probably just Gilly being Gilly. I usually activate time-warp to steady my craft on Gilly. P.S. I'll also let the moderators know to move this thread to "Gameplay Questions and Tutorials" where it fits better. -
Slightly off topic, but: No, and: Wiki Entry
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Just keep at it. It can be done!
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@moogoob: Sorry, the ridiculous jumpiness of wheels and landing legs has been well documented since ages. This isn't a Gilly-specific problem. [See my earlier comment about strong language.]
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Bad bad piloting skills for landing
AHHans replied to MPDerksen's topic in KSP1 Gameplay Questions and Tutorials
Well @MPDerksen, you already manage the most important part: landing in one piece! So you "only" need to refine your technique to get more fuel efficient. And as @Vanamonde said: a suicide burn is the most fuel efficient. So get more fuel efficient you need to change your technique to be more like a suicide burn. And, yes, that takes practice. (I think there is also at least one mod, that computes when you need to start a suicide burn (and survive) but I never used those.) On tip is to not stop during the descend, but only burn retrograde (to surface, not orbit!). And only burn enough so that you are sure that you'll be able to stop before you hit the ground. I.e. start burning at a fairly high (= safe) altitude, and stop burning when you notice that you'll come to a stop before you reach the surface. Repeat once you have descended enough that you reach the limit what you consider safe. One thing I do is to estimate my "time to impact at my current velocity" and my "time to kill my current velocity". If they become equal, then I start burning, which increases my "time to impact" and reduces my "time to kill my current velocity". One way to do a suicide burn is indeed with quicksaves (well, one save and many reloads): get into a suborbital trajectory, save, and then start burning retrograde at some altitude. If you crash: try again at a higher altitude. If you come to a stop way above ground, then try again at a lower altitude. Until you are happy with the result. Finally: the dV in the dV map is the absolute minimum. So you shouldn't expect to be able to do with only that. -
Satisfying "Build Orbital Station" Contracts
AHHans replied to Checkers's topic in KSP1 Gameplay Questions and Tutorials
The usual "build a new station" contract are exactly that: build a new station. I.e. one made only from components that were launched after the contract was accepted. You can dock with another craft to refuel if you have some "need so much LF/Ox/Ore/Monoprop" requirements, but you need to undock after that to fulfill the contract. There are other contracts that explicitly state: "expand [this or that station] to have [space for many more Kerbals / a second cupola / a second lab]". So from the way you asked your question I guess the answer is: no, you cannot fulfill the contract that way. You can build a new station, that has everything that the contract asks for, and then dock it to your existing station after the contract is completed. -
Forgot to expand PV panels. Doh!
AHHans replied to bootsam's topic in KSP1 Gameplay Questions and Tutorials
To be honest, I hadn't tried that myself until earlier today. But today I did try that, and it is actually not that hard. You do have the prograde and retrograde markers on the navball, so most of the time you know in which direction you need to burn. And then you need to switch between map view (to see what your orbit looks like) and normal view (to be able to point the Kerbal in the right direction) a lot. (Burn a bit, see if the intercept got better, burn some more, check intercept, etc.) -
Forgot to expand PV panels. Doh!
AHHans replied to bootsam's topic in KSP1 Gameplay Questions and Tutorials
Well, it wasn't that serious a suggestion anyhow. -
Did you "lock" the pistons when you were not adjusting the height of the rover? When the servo lock on a robotic part is engaged then autostruts can traverse the part., making the vessel much more rigid and sturdy when used appropriately.
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Hmmm... Increasing Landing Gear Elasticity Not bad! But I think this is better: Increasing Landing Gear Bounciness
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With @SQUAD looking for new images for the loading screen maybe it's time for an old idea of mine(*): come up with new loading screen hints. [Disclaimer: There's probably loads of legal issues with SQUAD using community supplied stuff in their game. I am not a lawyer, I don't care about that. I SQUAD want to use my suggestions that's fine. I you don't agree with that, then you probably shouldn't post any suggestions in this thread.] So here are my suggestions: Calming down Bob. Cursing Newton. Pressing SPACE twice. Rescuing Kerbals. Adding Even Moar Boosters. Increasing Landing Gear Spring Strength.(**) P.S. (*) Before I saw that they already have "Effecting Oberth" in their list. (**) Is there a good word for "making more bouncy" in English?
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Forgot to expand PV panels. Doh!
AHHans replied to bootsam's topic in KSP1 Gameplay Questions and Tutorials
Want to make it more of a challenge? Send only the mechanic, without the station (or any other vessel). There is more than 500 m/s dV in the jetpacks, so that isn't a problem. The lack of maneuver nodes and other navigation aids is. -
Forgot to expand PV panels. Doh!
AHHans replied to bootsam's topic in KSP1 Gameplay Questions and Tutorials
Ah, yes, been there, done that. IIRC you don't need an engineer to unfold the solar panels, any Kerbal will do. Get them close enough in EVA and you should be able to unfold them. Grabbing the craft with a Klaw will also work of course. -
Highest altitude on launch escape systems.
AHHans replied to Flying dutchman's topic in KSP1 Challenges & Mission ideas
Which part of multi-staging is so hard to understand? Manned: And not so manned: -
Too true! P.S. Thanks you two. I needed that laugh!
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Yes, I'm also speechless. How did @KnutG manage to topple that lander over?
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[Hmmm... maybe I got a bit carried away there, but now I'm tired. So I just copy and paste my sales-pitch from Kerbalx:] AHTech Industries proudly presents: The Eve Transportation System (ETS) This latest entry in our Flying Eve class of Eve exploration vessels is intended to facilitate recurring transport between Eves surface and low Eve orbit (LEO) The craft consists of the carrier plane that can fly to every place on Eve on solar power and contains a fully independent refueling setup, and of the orbital module. Working together both parts of the ETS can carry 6 Kerbals with all their personal survival gear and science results from anywhere on Eves (solid) surface into low Eve orbit. Where the passengers can transfer to further transportation. After both parts are joined and refueled the ETS can ascend to 10 km asl on solar power alone, from where it can fire its rocket engines and boost itself into a suborbital trajectory. There it can release the orbital module which can circularize into low Eve orbit before the carrier plane falls back too far into Eves atmosphere. The carrier plane can then re-enter the atmosphere and land on solar power. With an optimized ascend profile the orbital module has more than 300 m/s dV left in LEO for in-orbit maneuvering it also has a fully functional RCS system and 15 units of monopropellant for final docking maneuvers. After refueling in orbit the orbital module can re-enter Eves atmosphere and glide to a save landing, where it can be picked up by the carrier plane to repeat the process. To ease docking of the two crafts the carrier plane is equipped with a movable docking port and a craft alignment system. As a bonus feature the carrier plane is equipped with party lights to entertain the ground crew while waiting for the next mission. Notes from the engineering department: There are still some issues that could be improved, but the marketing department said something along the lines: "Do we have to actually shoot one of you before we can have this thing shipped?" And now most of the engineering department is taking a well earned rest, while staying as far away from anyone from marketing as possible. One problem is is that this thing is hughe! Nearly 700 tons. I wanted to have a more capable orbiter that has some fuel left for in-orbit maneuvers. That meant a big carrier, that needed a larger wing, that needed more propeller power, that needed a larger booster, etc. On the other hand: this thing works! And getting into orbit and the carrier landed safely is pretty easy. The latter is also the reason for using the "Skiff" engines from Making History. It probably could also work with the aerospike, but the greater thrust of the Skiff makes the circularization so much easier. But the biggest problem is that the many propellers make the carrier plane (without the orbiter) aerodynamically unstable when they are not used for propulsion. I just resigned myself for the time being to let the craft tumble through the atmosphere until it is below 10 km altitude and them power up the props to get it to fly straight.
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As you can see in the Eve Hawk (or can't see because I didn't include a picture of it) the engineering department at AHTech Industries likes to include sufficiently powerful antenna capacity in it's Eve craft. The marketing department is somewhat - let's say - more predatory in the advise it gives competing design bureaus. Been there done that. (The Eve Hawk has folding wings.)
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The marketing department at AHTech Industries suggests that you use an external command seat instead. Kerballed rovers are currently in style. (And don't mind the strange noises out of the engineering department.) Yupp. What I meant. My latest creation barely manages to get into the air on Kerbin (There is a hair thin margin in which she manages a positive rate of climb.) but on Eve there is no problem. Not the craft to do aerobatics, but flying from A to B is easy.
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Rule of thumb for solar powered prop planes: if they fly on Kerbin they are easy to fly on Eve. The only issue might be getting them there in the first place.
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Yes, looks like your installation is corrupted. I don't know if that's because of one of the mods you have, or if some files of your installation are corrupted. You are also missing the category for the "cargo" aka. the deployed science experiments. P.S. To get the forum software to accept the link to the image, you need to give it the link to the image file (with the .png, .jpg, .gif, or whatever ending).