

strider3
Members-
Posts
500 -
Joined
-
Last visited
Content Type
Profiles
Forums
Developer Articles
KSP2 Release Notes
Everything posted by strider3
-
I picked the easiest one...an equatorial orbit around Kerbin. I built my satellite (or probe) to these specs...http://wiki.kerbalspaceprogram.com/wiki/Tutorial:_Basic_Probe_And_Satellite_Building. My question is...won't all these non-aerodynamic parts burn off as I launch through the atmosphere? Vic...slowly trying to NOT be such a Newbal!
-
When will launch pad accept larger craft?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I should say that I was using a gravity turn to 10% at 100m/s but that was all...no following of prograde marker. I am now working on my piloting skills to become more efficient thanks to your suggestions. Vic the Newbal -
Trouble with radial attachments.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Those gizmos work perfectly. I really had no idea what they were for...I do now! Thanks much, gang! Vic the Newbal -
Trouble with radial attachments.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
See, I knew I was missing something. Thanks and I'll let ya know. Vic the Newbal -
Trouble with radial attachments.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
HMMmm...apparently it IS rocket science, LOL. SOooo, attempting step one (attach SRB's to a single decoupler above the center mass of the SRB). Not having much luck. I can only get the SRB to attach at one elevation relative to the central core, and this appears to be well below the center mass of SRB? (see pic 1): ANY other attempt at moving the SRB's down, to attach to the decouplers above center mass, results in the SRB's attaching to central core, instead (see pic 2): Just to verify this was not the graphics issue mentioned by Plusk, I tried a quick launch and decouple with the SRB's attached as in pic 2...BOOM! The SRB's decoupled...by exploding! LOL! So gang, what the heck am I doing wrong? Why can't I get the SRB's to attach to the decouplers where I need them for clean separation (or, more interestingly, anywhere I want within reason)? Keep in mind that the positioning of pic 1 was the only position that the SRB's would attach to the decouplers and not the central core itself...no amount of upward or downward movement of the SRB's resulted in an attachment to the decouplers beyond that one position. S-I-G-H! Vic the Newbal -
Trouble with radial attachments.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
This may be what was throwing me off on the "weird" looking placement. I don't always "see" the small attachment "pad" when placing the strut on the SRB. Your explanation may account for some of that. OK, I'll take all the great advice and try again...let you know how it goes. -
Trouble with radial attachments.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
OK...maybe this will help explain...I want to remove the upper and lower sets of TT-70 radial decouplers and add EAS-4 struts instead. Where and how would you place the necessary struts? Thanks gang! -
Trouble with radial attachments.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I seem to be having an impossible time placing these EAS-4 struts? Trying to center them, perpendicular to the SRB, on the central core is tedious (they are tiny, at this point) but almost doable. But, trying to attach the other end to the SRB is making no sense, so far. They refuse to attach where I think they should on the SRB? They want to attach to some completely wrong looking spot (like the top of the nose cone).There appears to be only a few places on the SRB that they want to attach to...and none make sense? Let me take another pic of what I'm trying to do...stand by ;-) -
Trouble with radial attachments.
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Just to be sure I understand, in the above picture I would use 1 radial decoupler per SRB (3 total and I'm guessing in the middle?) and then add a strut, top and bottom, for a total of 6 struts? And thanks for the help with this! Vic the Newbal -
I have been having an ongoing issue with radial decouplers. Longer engines don't seem to be physically attached at all points? In the picture attached is an example. Notice the 3 SRB's are not being held parallel to the main body...the lower attachments are separated and the SRB's are angled into the main body at the top. I try to make sure everything is perfectly aligned during construction but this issue keeps cropping up in various "builds"? Any illumination is appreciated.
-
Science Junior question
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Question answered! Do not reset the Science Junior pod and allow re-entry with the pod's doors open. Looks wrong...but works right. Thank you gang. Vic the newbal -
While orbiting the Mun (yay! made it!) I opened the Science Junior pod and saved the data. Before re-entry to Kerbin I reset the Science Junior to close the doors on it...didn't seem likely I would survive re-entry with all those doors open?? After a successful splashdown on Kerbin...I had no science points for the Science Junior pod? Quite upsetting as the science points lost were appreciable. Am I really supposed to re-enter with the science junior bay open? Vic the newbal
-
Thanks for all your input! Vic
-
I would like to make a suggestion for an addition to the WIKI site. I find myself constantly asking "When is xxxx available..." in Career mode, in these forums, As an example: When do I get full SAS controls (normal/anti-normal, etc.), When do I get maneuver point abilities. It would seem helpful, and cut down on the forum posts by us Newbals ;-), if this info was easily available somewhere? The Science "tree" seems to only show equipment available...not "abilities" as mentioned above? If this info is available already, and I missed it...just ignore me (and point me to it). I'm just trying to keep from bothering you people with stupid, newbal, questions (lol). Vic, the newbal
-
After completing all the in-game tutorials it has become obvious that they have no relationship to "Career" mode. I was taught to orbit, transfer and re-orbit (Mun) with tools I don't have in Career mode? Here I am with a mission to "get close to Mun" and I really have no idea what to do without a maneuver point? I'm in orbit around Kerbal...but getting a "fly-by" around Mun, and returning to Kerbal has become almost impossible with my level of knowledge. I'm basically just shooting in the dark, having Mun at my 4 o'clock and firing away...hoping for the best. Listen, I don't want this to be a "whine" by any means. I know I have a lot to learn about this simulation. I just wish the in-game tutorials were geared more towards flight without all the fancy tools you get later, in career mode.\ Vic the newbal
-
With the understanding that I am more into "vertical launch" and continuing my Career mode...any suggestions?
-
When will launch pad accept larger craft?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Success!! Thank you all for getting me past this step! The craft was as follows: MK16 parachute MK-1 command pod (no heat shield, as suggested) FL-T400 fuel FL-T400 fuel FL-T100 fuel (as suggested) LV-909 "Terrier" FL-T200 fuel (as suggested) FL-T400 fuel FL-T400 fuel LV-T30 "Reliant" (I tried the T-45 "Swivel" but seemed to come up a bit short? Probably me doing something wrong in flight). I had just enough fuel to burn my way into re-entry. Beautiful, gang...just awesome. Thank you!!!!!!!! Vic...the Newbal -
When will launch pad accept larger craft?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Thanks for all the suggestions! Using the "Less is More" philosophy I was able to "close" the orbit...but then exploded!!! LOL. I think I "fat-fingered" the keyboard at that stage but will try again with same craft and get back to you. Vic...the newball -
When will launch pad accept larger craft?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
I feel like my entire procedure may be wrong, after reading yours and others comments? I have read the "How to get into orbit" post at the wiki...but It hasn't helped me? I will, of course, keep trying. Vic...the Newbal -
When will launch pad accept larger craft?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
OhioBob...can you tell me what engines you are using here? I really feel like I'm overkilling the entire thing?? -
When will launch pad accept larger craft?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Here is just a recent attempt: Parts, in order, top to bottom: MK16 parachute MK-1 command pod FL-T100 fuel LV-909 "Terrier" LF engine FL-T100 fuel T-400 fuel T-400 fuel T-400 fuel LV-T30 "Reliant" lf engine RT-5 solid engine RT-5 solid engine RT-10 solid engine I am using the RT-10 and 5's in the initial lift stages to reduce speed while in atmosphere? My basic flight: Fire until apoapsis is 75,000+, then "drift" until apoapsis is reached. Turn pro-grade and fire "max" liquid fuel engines in an attempt to complete a "closed" orbit...I never get there. Any and all suggestions are greatly appreciated Vic...the "Newbal". -
I am currently under size / mass restrictions at the launch facility (30 parts, mass 18t, height 20m, etc). I have been unable to get into orbit under these restrictions? I just can't seem to carry enough fuel to "close" the orbit after reaching apoapsis of 75,000 to 100,000 meters? So, actually a 2 part question...anybody gotten into a closed orbit under these size restrictions? If so can ya help a guy out with the craft you used? Also would still like to know when launch pad limits get raised? Thank you. Vic...the Newbal
-
Navball "controls"...when?
strider3 replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Excellent...thank you for the answers! Got some work to do! LOL! Vic -
After having done many of the in game lessons, I am curious as to when, in career mode, I would have the prograde/retrograde, normal/anti-normal, radial/anti-radial and maneuver buttons on the left side of the navball? I'm guessing these require more science and technologies for them to show up. Can you direct me to a list that shows what each of these controls requires in the technology tree to become active? This newbal thanks you. Vic