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Everything posted by Fierce Wolf
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Radiators without Converter?
Fierce Wolf replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
So far I found mandatory to add radiators to mining operations, for everything else is quite optional EDIT: 100 nukes?!?!?! daaaaaaaaaaaaaamn -
Mass Kraken Attack
Fierce Wolf replied to Zosma Procyon's topic in KSP1 Gameplay Questions and Tutorials
My Gilly bases are the funniest, every time I load it jumps up and take half an hour to come down again to a stop -
A list to show all the crews with goruping
Fierce Wolf replied to domendemo's topic in KSP1 Gameplay Questions and Tutorials
Yep this would be nice. Grouping vessels in a celestial body -
Mobile Lab Data Question
Fierce Wolf replied to Awesomesauce1337's topic in KSP1 Gameplay Questions and Tutorials
Send a scientist there and he/she can grab the science 100% out of anywhere. -
My toughts when starting out, I don't know how I managed lol. Still, have in mind that this is actual rocket science. You probably have either no automated probe parts or the most basic one that sucks, so let's go for a manned mission. I use a popular technique, design from the ending towards the begining, so, the return pod 1) A pod for Jeb Kerman, with a parachute on top and a heat shield at the bottom. All this are needed to return safely. ->a decoupler in here 2) A space faring stage. We will be using the biggest tank you have, FL-T200? x4 and a Reliant engine. This gives about 2500 m/s in the vaccum. Place 2 batteries here. ->a decoupler here 3) A helper stage. This one is simply a Thumper solid booster, with 3 radial decouplers. 4) 3 Thumpers mounted on the sides over the decouplers. Add an AV-R8 wing on each of them. Now, to fly: - Fire the 3 thumpers, but leave the 4 middle one intact, and a few seconds later rotate SIGHTY to the right so you point to the East, about 10 to 15º, no more than that. These will take you about 35-45 Km up. -Decouple the trio and try to put the ship 45º to the East, it will go slow, but you have the time. Fire the 4th Thumper. -Once depleted, decouple and wait until almost reaching the Ap. You should be around 100km up. Point paralel to the planet, and fire the Reliant. -Stop when your PE is more than 70km (the limit of Kerbin's atmosphere). Now, the difficult part. -Since you probably have the level 1 radar station on the base, you have to eyeball this. You have to calculate where the Mun will be, with about a 60º arc between current and to be position. -Once you fly by, reduce your orbit until your PE is about 45Km, decouple the Pod and wait. Upon hitting atmosphere, point the shield forward, and use the parachute. Mission accomplished.
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What Was Your First Ever Flight In KSP?
Fierce Wolf replied to Miguelsgamingch's topic in KSP1 Discussion
I made the most crude rocket with no decouplers, a solid booster on the bottom and a parachute on the top. I fired the booster and the parachute at the same time. Didn't went far -
Contract expects me to replace Ike with a satellite
Fierce Wolf replied to Fierce Wolf's topic in KSP1 Discussion
It's a joke! -
Issues with Eve Rover
Fierce Wolf replied to Vezbot's topic in KSP1 Gameplay Questions and Tutorials
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Contract expects me to replace Ike with a satellite
Fierce Wolf replied to Fierce Wolf's topic in KSP1 Discussion
Ike's SOI reaches up to Jool if we let it! -
Don't worry about it, place them at the sides and they should be fine. KSP is a bit forgiving about exposing those at launch. Wait until you hear about Eve
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I was given a contract to place a stationary sat in Duna orbit, under a specific point....right under Ike. I was tempted to land it on Ike but then the condition of "orbiting Duna" won't trigger. How do I move Ike away? Will ion propulsion work? :D:D
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Issues with Eve Rover
Fierce Wolf replied to Vezbot's topic in KSP1 Gameplay Questions and Tutorials
The trick to land on Eve are 2 of the inflatable shields, one on the front, and one of the back, both pointing in the same direction! The first one is for shielding, the second for aerodynamic balance. Works like a charm. The difficult part is getting rid of them midflight...they like to crash into the vessel. >000-> -
Attaching KAS parts while in the VAB
Fierce Wolf replied to Wobbly Av8r's topic in KSP1 Gameplay Questions and Tutorials
Never tried, seems like the same issue with stock shielded couplers, can't be attached in VAB -
You are looking for Fairings. Still you should be able to put a very primitive probe in space, if it is exploding because of heat, place some heat resistant part on top, a coupler, the sat, and the rest of the rocket. Not elegant, but it works. If it is from poor aerodinamics, place more control wings on the bottom of the rocket.
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Can't Launch Space Plane
Fierce Wolf replied to Popestar's topic in KSP1 Gameplay Questions and Tutorials
The back wheels have a trick too, they must alow the plane to pivot upwards. If they are too far in the bottom it won't work, if too close to the front the plane will fall backwards to the ground. The perfect spot is right below the center of lift. The front wheel also has something to add, make it taller than the rear ones so the plane starts in the runway facing up in an angle (10º or so) wind---> \ wing of the plane this is called by the way Angle of attack. Off topic: making the first plane is hard, but satisfying AF once you fly it! -
How do sentinels scan?
Fierce Wolf replied to Souptime's topic in KSP1 Gameplay Questions and Tutorials
By the way, it takes a loooong time. So do some missions inbetween and eventually you will see "1 of X objects tracked" -
Handling too many vessels?
Fierce Wolf replied to chd's topic in KSP1 Gameplay Questions and Tutorials
My early game stations are named "excrementsstation 1", "delete me 2" and the great "stupidsat" -
There are hundreds of mods by now, some are very active with updates, others are abandoned. Every player has a set of favorite ones, so to my knowledge, there's no official list. You can however filter and search in the mod section for the current KSP version
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Beginner-problems with training
Fierce Wolf replied to Klapaucius's topic in KSP1 Gameplay Questions and Tutorials
Hello! Mind that this forum doesn't like much doing necromancy of old posts (this one is from 2017), you are better off starting a new thread. That aside... Check this 2 things 1: the placing mode must be symmetry, so it attaches two of those. 2: the mystery goos are in the sides of the capsule (the white area) if you place them elsewhere it won't work, at least in the tutorial. You can put 'em them everywhere in play mode. See if that works out and post again -
This is outrageous!!!! -A minimalist KSP player
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Jool atmospheric craft
Fierce Wolf replied to steuben's topic in KSP1 Gameplay Questions and Tutorials
I once made a flying heat resistant blackbox with a minirocket to deliver the science, it kinda went sideways because of my sloppy solar panel placement (or lack thereof) in the minirocket. Still got some science and it didn't burn down!