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Everything posted by Fierce Wolf
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How to create a Mun capable ship
Fierce Wolf replied to Mikenike's topic in KSP1 Gameplay Questions and Tutorials
1) Put a capsule with a decoupler below and a parachute on top. This is your return capsule (so your kerbonaut lives after the trip) 2) Under 1) put some a fuel tank and 4 surrounding it. Under them attach a rocket engine like reliant, or something better if you have. Somewhere in between place batteries, solar panels and 1 or 2 antennas. Put the science stuff attached to the capsule, ignore the Science junior for now until you are more experienced. Finally, some landing legs for this monster. Overall you should have 2200 to 2500 deltaV by now. This is your lander++ because it can also go back to Kerbin by itself, avoiding docking in orbit. 3) A BIG rocket. Put a big decoupler below the lander, and the meanest and bad-asser fuel tank you have under it. Feel free to experiment with solid fuel rockets too (if you do so, remember to attach them via decouplers so you can get rid of them after burning). This is your orbital vehicle, this rocket alone should have between 3800 and 4200 DeltaV to go to orbit and a bit more, about half-way the needed to Mun. Extras: a) Add a science container on top of the capsule, under the parachute. That way you can do experiments and save the results there, even a pilot can do it! And leave the science stuff on ground, or wherever. b) If you are green in the atmospheric reentry subject, right under the capsule place a heat shield, it will save your cheeks. c) If you have any, reaction wheels are super useful. Otherwise place a few (4 on top, 4 on bottom) monopropellant thrusters to rotate your craft. d) more Delta V doesn't hurt. e) Have fun! -
Re-Root tool changes
Fierce Wolf replied to Geonovast's topic in KSP1 Suggestions & Development Discussion
It changed???? I haven't noticed -
Oceans
Fierce Wolf replied to A Random Kerbonaut's topic in KSP1 Suggestions & Development Discussion
If sea life is added then yes please... -
Rocket wobbling on the launch pad
Fierce Wolf replied to satorarepo's topic in KSP1 Gameplay Questions and Tutorials
1) Decouplers are not made the same: Bigger decouplers hold tighter than smaller ones. 2) Use struts: Struts struts. Can be added, or the automatic type, but please use those! 3) Is it not too tall for a rocket? I don't think it will fly up in a good fashion once drag becomes like a punch -
Can't Use Map with OKTO
Fierce Wolf replied to KerbNBurb's topic in KSP1 Gameplay Questions and Tutorials
I don't think OKTO is to blame here, it's just a standard drone computer. Try a new sandbox game and see if you can replicate the error -
Rover flipping?
Fierce Wolf replied to Fenceingmadman's topic in KSP1 Gameplay Questions and Tutorials
Rovers are infamous for being flippy, but here's is another component, too much raw power. If you want to go that fast with a rover put an engine pointing downwards to keep it on the ground -
Help me land my Mun Rover :(
Fierce Wolf replied to Azamorn's topic in KSP1 Gameplay Questions and Tutorials
This. Never actually used it in planes -
There's a rescue contract even more difficult, to rescue both kerbonaut AND the crashed capsule he's in. Challenging and very fun to do, come back here for tips
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You should either launch and steer north or south. And how to determine which? In the map mode! Check the destination orbit and see where is it pointing (that is, if it orbits "clockwise" or "anticlockwise" relative to your camera). Wait until the Space Center is right below the orbit path and launch. If the orbit "goes north" then burn north.
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How should heatsheilds work in KSP2?
Fierce Wolf replied to SpaceFace545's topic in Prelaunch KSP2 Discussion
This -
I guess cameras were discussed at some point, but forcing the player to add a lot of cameras to the ship would be against their principles: "When fun and realism conflict, fun wins" However, I too would like cameras
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If KSP1 runs parallel to KSP2 then an expansion is due, SQUAD needs to make money, after all. I understood they sold the rights to Star Theory
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Gentlemen, start your engines arguments IMHO: No, it wont. Maybe a 1.8.2 bugfix at most.
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I'd wish there was a mod to auto name kerbonauts to redneck names. I want a Jim Bob Jimbob Kerman in my rooster
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A question about time-warp
Fierce Wolf replied to Space boy's topic in KSP1 Gameplay Questions and Tutorials
This option is A MUST!! -
Orphaned? Part - Delete?
Fierce Wolf replied to Kchinger's topic in KSP1 Gameplay Questions and Tutorials
Post a mod list, my best guess is that some of those are bugging your ships -
Leaving Duna (and elsewhere)
Fierce Wolf replied to MPDerksen's topic in KSP1 Gameplay Questions and Tutorials
You can have a TWR of 0.01 as long as you are in orbit, that's the deal of The Dawn ion engine. It's only useful there, it can't put a rocket in space, nor land a lander, it will just slooooooowly push a vessel, very very efficiently. -
Deploy angle and authority limiter in 1.8+
Fierce Wolf replied to CBase's topic in KSP1 Gameplay Questions and Tutorials
For what i get, Deploy angle is the default angle the wing control has. Authority limiter sets two things, how much can it deviate from deploy angle AND to which side it will move. -
A question about time-warp
Fierce Wolf replied to Space boy's topic in KSP1 Gameplay Questions and Tutorials
There are two types of time warp 1) On rails: This disables physics and is mostly safe for your vessels. The only way to destroy a ship with this is having an orbit with a periapsis so low that you crash with a planet. 2) Physics warp: This will sometimes spell doom on your ships and rovers, depending of the situation. For example, a rover in Eve will most likely break with warp x 4. Same rover in Minmus will be intact. Also, your rover waiting in Duna will be ok if you are in control of another vessel elsewhere. It might be in danger if: you regain control of it (enabling physics) or another vessel you control is close to it (2.5 Km or less). -
Patched Conics Going Crazy around Jool
Fierce Wolf replied to gword256's topic in KSP1 Gameplay Questions and Tutorials
Try disabling "closer approach markers always visible" in the options -
Make it cheaper by reducing the amount of trips you need to do to Mun. If one trip nets you, say, science in 3 biomes, you already reduced your total mission cost.