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Everything posted by Fierce Wolf
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Funds. Special mention to Spesos because its a funny name.
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What you should know by now (and you don't)
Fierce Wolf replied to Fierce Wolf's topic in KSP1 Discussion
1) Put a capsule 2) place a big fuel tank under it 3) strap the biggest engine you can find under the tank 4) Launch! 5) Understand that placing no batteries and no solar panels was not a good idea 6) Revert launch EDIT: I remembered something that I'm still missing. A check list of what every module of my staged ships need. I often forget drone probes or panels in sky cranes, middle stage ships and such. The good news is that i have no mirror nearby, so i can't see my dumbfolded face when I see i have to revert because i forgot ONE PART in a 300+ part vessel. -
How to do Target Scanning?
Fierce Wolf replied to Betelgeuse's topic in KSP1 Gameplay Questions and Tutorials
Good asumption. I never tried it, but it's more likely a bug -
Por experiencia personal, de ambos. La velocidad de transferencia no tiene que ver con la potencia. De hecho tiene poco uso en el juego la velocidad pudiendose usar warp y acelerar los tiempos
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I hopped directly to career the first time i played, so I had absolutely no idea of what i was doing. I tried collecting every bit of science i could find on kerbin before going to other bodies, and I hit a constrain: I thought i needed more advanced parts to go to Mun, and I could not find more science to get them. I went to the poles, badlands, and every biome with a plane that only landed with parachutes. Also, I had no idea a scientist could reset experiments and still get the data, so it was painful. After finally making a rocket to touch Mun I understood that a single trip got me like 50% of all science I got at the time, and that grinding on kerbin was idiotic. My second career was a smoother process.
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How to do Target Scanning?
Fierce Wolf replied to Betelgeuse's topic in KSP1 Gameplay Questions and Tutorials
Are you using mods? Which ones? -
I have a lot of hours invested in game, and I realize I still have a lot to learn. But what about "lakes" in information that somehow you have bypassed/ignored? Mine: a) Where am I going? I still cant read the navball properly, often mistaking east and west. b) Where are the monoliths? No clue about how to use Kerbnet to find anomalies. Never found a single monolith or easter egg. What are yours?
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Tips for a manned mission to Eve
Fierce Wolf replied to Fierce Wolf's topic in KSP1 Gameplay Questions and Tutorials
I DID IT (with mods, mind you) I finally returned with my dudes to Kerbin and everyone survived! It was not uneventful. What happened and what I learned (for future generations) 1) Bring 50% more parachutes than you expect. I was going down at 7.5 m/s in the midlands of Eve, surface was 1100 m above water level, and the legs kept exploding. I had to burn just to avoid oblivion and even then 1 of the legs died. So... 2) Bring DOUBLE landing legs. They can be stressed quickily with the uneven terrain, and it's not like you can chose where you land on Eve. Eve choses for you. 3) Your rover needs BIG WHEELS, BIG BATTERIES AND BIG ENERGY GENERATION. My minimalist rover went OK down the steppe, but when going back to the ship I couldn't go past 4 m/s. And if I used time warp the physics liked to do unspeakable things to the wheels, leaving them broken. 4) Things will go BOOM every minute or so. Flags explode, discarted chutes explode, that tissue you dropped on the floor explode. Check everything is still in their places before saving. 5) The ascent is HARD. I retried like 10 times before doing it right. Sometimes empty tanks impacted the ship, others it flipped losing altitude very fast, others friction incinerated the tip of the capsule. Try to go straigth up until 60km or so, then gravity turn. If your engines push too hard you will overheat, keep an eye on TWR, don't go over 3.5. 6) My space taxi had very limited fuel for the return, so an engineer had to EVA (using the KIS mod) and detach superflous mass (batteries, chutes, spent monopropellant tanks, etc). Bring 20% more Dv than you expect. It was even supposed to keep the return capsule inside a cargo with a fancy robotic arm. It worked, but I had to accomodate the capsule AND an still loaded tank, I was not going to waste 500 dv of it! (it had oxidizer, and my taxi had NERVs) 7) After a lot of planning, I burned to home using minimal Dv and aerobraked. I McGivver'd 2 remaining parachutes to the capsule so it could splash safely. It worked! Thanks for the tips, I hope my experience helps -
1) more fun things to do on each planet. Hunting for surface features is nice, but we nead MOAR. MOAAAR 2) Related to 1, bottom of water bodies should be a challenge inside a challenge, of course at reaching there, stuff should await for the intrepid kerbals. 3) I fear and welcome the idea of alien artifacts scattered in the new star system. Could be sooo great, and also so underwhelming, depending of the execution. Plant life is a very easy and rewarding item to add. 4) Bases and Stations should have a purpose, beside sitting there. I created a lot, and never ever visit them. 5) I have KIS installed and to be able to build satellites in space and rovers on the surface is AWESOME. Plis. 6) To be able to build simple crafts to space monsters in offworlds shipshards would be a wet dream. That would solve point 4) 7) Science is nice, but i think it should go towards specific tech nodes, as some of the people here already stated. Analizing atmo while entering at X speed should give points towards heat shields, aerodinamics and such. To spend this science points in, say, mining, is silly. 8) Also, some data should only be usable if previously analized in space labs.
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I use nuclears a lot and have TWRs near 0.25. You wont leave Kerbin orbit in just one burn, so after burning 450-500 dv necessary to leave orbit i delete the node and make another one in the same place, rotate once around the planet and continue burning. I lose nothing but some time (45 min to 1hr in game) which changes nothing in interplanetary transfers EDIT: Press ALT and . to engage in forced warp, so you can burn AND warp at the same time. I abuse this with nuclears and ion drives.
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Tips for a manned mission to Eve
Fierce Wolf replied to Fierce Wolf's topic in KSP1 Gameplay Questions and Tutorials
IT WORKED!!! The infatable shield on the top worked wonders!! Thanks!! -
Tips for a manned mission to Eve
Fierce Wolf replied to Fierce Wolf's topic in KSP1 Gameplay Questions and Tutorials
I will put an inflatable draggy thingy on top as you guys suggested and post results! -
Rescue or Salvage?!
Fierce Wolf replied to jonathonF's topic in KSP1 Gameplay Questions and Tutorials
Sounds like the sort of problem a giantic sky-crane with a Klaw could fix. Just make sure to give a cool name to it before launching -
Most famous missteps in satellite launching contracts: 1) forgetting stuff: Check you are not missing the parts needed in the sat, such as a termometer, materials bay, etc... 2) going the wrong way: You match the orbit but you are going the wrong way, turn around until AN is 0 degrees. 3) THAT other contract: Sometimes there are more that one contract at the time in more or less the same orbit. Check the agency that contracted you, and the name that appears in the orbit you are, they should match.
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Tips for a manned mission to Eve
Fierce Wolf replied to Fierce Wolf's topic in KSP1 Gameplay Questions and Tutorials
UPDATE: So i tried an Eve mission Everything went alright until it stopped being alright, namely in the atmosphere entry. I reloaded about 12 times but it was useless, at 45000 m or so the ship tips around, heats up at some 2800 m/s and explodes. My design is a long ship with lots of RCS on the capsule, and an inflatable shield at the bottom near the center of mass. <=======) <R=====<=======)) <=======) R: RCS )): inflatable shield My guess was that putting RCS on the lightest point would suffice to keep pointing the shild on front, but did not. My next try: a super 5- inflatable shield, doble de RCS. If it doesn't work: replace RCS with a "crown of rockets" in the capsule to pack a punch in my steering needs. If that doesn't work: -
Tips for a manned mission to Eve
Fierce Wolf posted a topic in KSP1 Gameplay Questions and Tutorials
Hello guys, I'm planning a manned mission to Eve and i'm not sure how to proceed. So far I landed simple probes with shieldings and a not-that-bad rover, but all of those where one way trips. Any tips? My flight plan: 1) Big ass rocket to kerbin orbit 2) Space taxi from and to Eve 3) Some sort of decend-capable contraption that doesnt end up in a fireball 4) A science rover 5) A big question, how do I go up from Eve in a ship that is not an uncarriable gargantuan monster? 6) A reentry ship to kerbin. 7) Champagne and a party at the KSC with friends over -
Wing orientation matter or not?
Fierce Wolf replied to Jestersage's topic in KSP1 Gameplay Questions and Tutorials
As far as I know, the lifting propierties of wings is kinda magical in KSP, it will work regardless of orientation. Have fun! -
Sattelite contract?
Fierce Wolf replied to strider3's topic in KSP1 Gameplay Questions and Tutorials
Make a maneuver at your AP to burn retrograde until your inclination is 0 degrees (meaning you are orbiting the other way), see how much Dv it takes, maybe you don't have to relaunch. I learned this relatively recently since my older method was to burn antigrade and slooooowly change my inclination (which takes tons and tons of Dv) -
This is the story of the first kerbal to reach 10% of the speed of light last night. This is the story of a TRUE (and tragic) HERO. His name was forgotten (since I did not take notes or screenshots) but he will be remembered...this heroic kerbal was not even in my rooster, I had just rescued him from orbit of the Mun in a Mk I plane hull with my automated drone. The claw grappled perfectly...or not so much, but still good enough. The drone and the hero flew off the Mun to Kerbin in an elliptical orbit, and after the first desacceleration in the atmosphere, I tried to adjust the claw using the Free Pivot option. It was hard, since it started moving everywhere except where i wanted it. Knocking the reaction wheels off ended unexpectedly, and as i experimented one more time turning them on...it happened. IT. HAPPENED. The claw started rotating the Mk I faster and faster and faster, and suddenly...the void. Wait, where is the drone? Only the capsule was there. And where is the capsule? Midway to Eve, reaching speeds of 350000 m/s. The poor hero attempted an EVA to evaluate his new conditions, only to find everything he knew passing by. A minute later he was already out of Kerbol system, on his way to the stars. Fly safe, unnamed hero. We have you in our hearts.
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I will test that tonight!
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I tried using pistons for a heavy rover's wheels to adjust it's height. It was a dissaster. No amounts of autostruts accomplished anything, and normal struts lock the pistons making them useless. Using a pair of pistons instead of one made it stronger, but I still ditched the whole design for being unrealiable.