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Fierce Wolf

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Everything posted by Fierce Wolf

  1. 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!
  2. 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
  3. How about the ability to order save files from last to first instead of by name?
  4. A delayed game is eventually good... Delay it all you want but release a new DLC guys...SQUAD plis
  5. 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
  6. 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
  7. This. Never actually used it in planes
  8. 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
  9. 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.
  10. I'm so used to do it by eye that it's not even an issue for me, but OP is right. For new players it must be exasperating. Ain't there a mod for that?
  11. 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
  12. 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
  13. Gentlemen, start your engines arguments IMHO: No, it wont. Maybe a 1.8.2 bugfix at most.
  14. I'd wish there was a mod to auto name kerbonauts to redneck names. I want a Jim Bob Jimbob Kerman in my rooster
  15. Post a mod list, my best guess is that some of those are bugging your ships
  16. This won't happen. Do it step by step, pass by Duna first, THEN try and approach Kerbin. Maybe there's just the right maneuver you can make to pull this off, but you will be 10 hours into the planning when you could be 10 hours into the playing.
  17. 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.
  18. 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.
  19. 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).
  20. Try disabling "closer approach markers always visible" in the options
  21. 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.
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