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Fierce Wolf

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Everything posted by Fierce Wolf

  1. This is outrageous!!!! -A minimalist KSP player
  2. 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!
  3. Gilly's gravity well is so low that catching up with it is hard (requieres quite a bit of m/s), but once you are there you will find yourself wanting to burn downwards just to land, because it's sloooooooow. Also, time warp is disabled even in high orbits! Don't be afraid to add monoprop to the craft, you can fly and land everywhere just with it.
  4. I noticed in last version that this contracts changes every 5 in-game days now if you don't accept it.
  5. Isn't this a case of "probe core placed in reverse, that makes you believe you are burning in one direction when it's actually the opposite"? I had my good share of those
  6. they look like this, and are very common. I made a rover to visit gilly, but with no wheels, just a lot of monoprop and thrusters as it is way easier. You can find them pretty everywhere
  7. This is not tripulated, right? When probes lose signal, they can only perform a handful of actions, such as max thrust/no thrust, but no inbetween. To solve this you can: -Add a kerbal pilot to the ecuation, or -Have a couple more of relay satellites around Mun to guarantee that signal isn't lost.
  8. No rollbacks? Bring 10 small proves, they don't need science stuff, just land/splash. A shotgun approach to Eve!
  9. Make 2 landers, one to splash and another to land, izi pizi
  10. Al explorador chiquito ponele "Root" (la cuarta herramienta de arriba, a la derecha de Rotar) al acoplador magnetico ese, cuando el editor intenta fusionar solo toma en cuenta la pieza root para insertarla. Al cohete que se parece al falcon ponele un acoplador magnetico tambien arriba o no vas a poder soltar al explorador cuando este en orbita, ponele Root a ese tambien. Guarda el modelo, y en el menu Cargar, elegi el explorador y apreta Merge (no se como es en castellano, fusionar?). Pega los acopladores root uno con el otro y listo! Ahora, un meta-consejo: Ion tiene sentido para otros planetas, para ir a Duna con un motor de combustible va mejor, no está tan lejos. No es que no se pueda , pero tarda muuucho en tomar velocidad (tiempo real). Exitos!
  11. Memorize some basic values and rules that are useful in every launch: - Your ratio of thrust to total weight (TWR ingame) must be greater than 1 or the vehicle won't get off the ground. You can see that once you attach an engine and appears on the right in the "stagging" icons. Once you are in orbit you can have less than 1 ratio, or whatever works. -Pay attention to each stage's meters per second thrust (m/s ingame). To get into orbit you need about 3600 m/s, so if you want to put a lander on the moon you need way more than that. -Carrer mode has limitations in parts and buildings in the space center, sandbox doesn't. So if you want some quick practice, use sandbox. -When launching your rocket, steer east 15º (watch your navball!) until your AP marker indicates more than 70Km, cut the engines burn and wait until your altitude is 65-70 Km. Start the engines again and finish the orbit paralel to the surface. You can steer in other directions hen launching, but they require more punch, alias more m/s. -Aerodinamics are important! Dont make a brick and expect it to fly. Also, putting control wings in the tail of the rocket helps keeping it pointing forward. -Have fun!
  12. What you need is the shinny new Experiment storage unit! https://wiki.kerbalspaceprogram.com/wiki/Experiment_Storage_Unit Attach the thing on top of the capsule, and a parachute right above. When the experiments are done, right click on it and store the results there, for 100% recovery of the data. You can even ditch the science gadgets after that. Welcome to the future of space experiments!
  13. THIS. THIS I made planes that could fly superb, but landing sucked. So i made them to land easier, at the cost of flying worst...dammit i'm mad
  14. Alternatives, from most pro to most kerbal: 1) Attack a carefully planned rover un the bottom of your lander vehicle, make room for the legs! 2) Bring a KIS container with everything you need, an engineer and tools. Make the rover on site. 3) Put wheels in the lander (BEST VALUE)
  15. It's been like a month since I played. In my last "complete" career I visited every body with a manned crew, which left little room for inspiration. My new career game needs flavor, what should I do now?
  16. Possible solutions without changing the concept too much: 1) Tilt the wings to change the angle of attack, so if wind comes this way --------> the wing angle is like this \ (just some degrees, not 45º like the \ bar) 2) Place the rear wheels just below the center of lift, so it can pivot upwards. 3) Make the top wheel taller than the rear ones. 4) The most kerbal solution, put some rockets pointing downwards near the cockpit.
  17. Gravity assists are a must! You can save hundreds of Dv adjusting your path wisely. I once braked around Jool using 10 dv in midflight, parking me near my destination.
  18. Fuel from Kerbin? No Fuel mined from Minmus? YES
  19. THOSE SPREADSHEETS, MAN!!!! HOW? WHY? WHEN? AGHHHH!!
  20. I want to give a special mention for the Vector. When in doubt, i just throw in a Vector and call it a day, I trust it will behalve as ought to.
  21. When I landed successfully there i made this thread: Hope it helps!
  22. I liked the Terrier too, but this and a strange, strange bug that made its collider 20 meters longer making landing a bet, made me go for Spark(s)
  23. Solutions: 1) Have the ship in Kerbin orbit, send a boring rescue mission 2) Install KIS mod, send an engineer with tools and extra parachutes, attach them to your heavy ship and land.
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