s_gamer101
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KSP2 Release Notes
Everything posted by s_gamer101
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I think the following would happen: Just after you loaded the save file, a warning would appear on your screen (while you are still at the space center) telling you that Vessel [Name of the Vessel] is causing problems. If you would press „Ok“, the Vessel would be deleted. And you certainly won‘t be able to load it.
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Here are some things I find also very useful in KSP: Fins at the bottom of a rocket are helpful against "rocket flipping". Avoid building tall and skinny landers if you can, they are likely to have trouble with terrain. When you do an interplanetar mission, test your lander by cheating it in a orbit around your destination, landing it, fly it back to orbit again and press "Revert flight" Always quicksafe. Always. Make named quicksafes too. That's actually the most important thing in KSP. Make sure that you always have at least 10% more delta V than you would need (unless you are doing something like a low mass challenge).
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And there is something else I noticed about your design (but isn't really about the heat shields): Your boosters have parachutes instead of nosecones. You need them for the landing, but once you are landed, they are just heavy and useless. You should make everything that you don't need for takeoff detachable. My lander drops even the landig legs when the engines are ignited. And I also recommend to always test if your lander can get back to Eve's orbit before you start thinking about getting it to Eve's surface. (I always use hyperedit for testing)
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Don‘t worry about the parachutes. The parachutes themselfes don‘t have a collider. When the heat shields are clipped into each other and you decouple them, this results in explosions and debris flying around and most likely crashing in your ship. (Once I had that problem too). You should attach those girder segments to one single part and decouple this part instead of attaching the girder segments with radial decouplers to your ship (like on the picture from my Eve mission)
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My Eve Lander had a decoupler (a normal one, not radial) at the top with 4 radial mounted M-Beams on it. At the end of each M-Beam I attached an inflatable heat shield. The heatshields were overlapping, so I didn‘t need one in the middle. As soon as the parachutes were semi-deployed, I decoupled it (if I remember correctly) and it worked.
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How does the Xenon engine work?
s_gamer101 replied to Kurbus's topic in KSP1 Gameplay Questions and Tutorials
I highly recommend to get familiar with the TWR display. TWR means thrust weight ratio. It must be larger than one, otherwise your craft won‘t be able to take off vertical (planes can take off with a smaller TWR because they have wings). -
Here is already my mission report for STS-5: https://imgur.com/a/oKe2K0B I launched the Hab as the first module of my station. I used some special boosters this time: And here is my mission report for STS-6, which launched the propulsion module: https://imgur.com/a/SU8wiuW STS-7 and STS-8 will hopefully follow soon. Mods: KER, EEX, Trajectories, RCS Build Aid DLC Parts: Making History and Breaking Ground
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building a submarine
s_gamer101 replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
@hazard-ish made a cool stock submarine: https://m.youtube.com/watch?v=F7bmwJoAujU He mentioned that the radial ore tanks are the densest ones. -
building a submarine
s_gamer101 replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
I recommend to put full ore tanks in a cargobay or service bay. When you close the doors, they don‘t produce lift any more but are still heavy and your submarine should start to sink. When you open the cargobay, it should start returning to the surface. And you don‘t have to drop the ore every time, what makes your submarine reusable. But according to my experience, command pods, elevons and other stuff are often causing submarines to float (even when they shouldn‘t float). Maybe you could attach command pods and crew cabines also inside the cargobay and move them out with offset tools. The game will „think“ that they are in the cargobay and don‘t generate lift. But I‘ve never tried this to be honest. -
SSTO on Eve: is it possible?
s_gamer101 replied to king of nowhere's topic in KSP1 Gameplay Questions and Tutorials
Check this out: Bradley Whistance managed to make an SSTO mission to Eve and back. He only refueled on Eve‘s surface. No propellers. (I think he also made a video with an Eve SSTO that used propellers instead of ISRU.) -
Comet Redirect Mission
s_gamer101 replied to SuperMiiBrother's topic in KSP1 Challenges & Mission ideas
Does anybody know what‘s the crash tolerance of a comet? If it‘s high enought and we manage to enter Kerbins atmosphere with an comet, we could „land“ it. But it would be a very hard landing... Edit: Unless it breaks apart... -
Comet Redirect Mission
s_gamer101 replied to SuperMiiBrother's topic in KSP1 Challenges & Mission ideas
Did you use part mods to get that much delta V?