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CatWithAJetpack

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Everything posted by CatWithAJetpack

  1. This is a great idea; I hope we see it in the game. I feel like this would satisfy nearly everyone while also adding an interesting gameplay choice.
  2. Ah I had no idea, I always just put them together to make it easier. Thanks, I also really liked the way the rocket turned out.
  3. Very cool. I just tried to make my own, but I can't get it to work. Could you post a download for your craft?
  4. Hello, welcome to my guide, hopefully this will help you get interplanetary! You may be wondering, "Well I made it to The Mun and Minimus, now what?" the answer, Jool! Though far away, Jool has a MASSIVE gravity well, this makes it easy to get an encounter, and learn about how interplanetary transfer works. Step 1: Build an interplanetary vehicle. Now Explosive Aerospace™ has prepared a craft which you can download, or if you're feeling up to it you can build your own. download instructions: Download craft (click me) Navigate to C:\Users\*USERNAME*\AppData\LocalLow\Intercept Games\Kerbal Space Program 2\Saves\SinglePlayer\*SAVENAME*\Workspaces Put the craft file into the workspaces folder If you decide to build your own here are a few pointers: Have at least 2200m/s Dv in your transfer stage. Don't include Kerbals yet we are doing a flyby / impactor mission. Use RTGs for power generation the sun barely works that far away. Include the largest comms dish for constant communication with the KSC. Step 2: Wait for a transfer window. "What is a transfer window?" you may ask, a transfer window is a period of time during which a spacecraft orbiting one celestial body can travel to a different body and enter its SOI without excessive expenditure of Delta-V. Here is a transfer window map, basically you align Kerbin as shown in the map and wait for your target planet to align. Usually, we say the angle of the transfer window when referring to it. We find the angle of the transfer window by drawing a line from Kerbin to Kerbol (The Sun) then to target planet, the angle formed at the sun would be the transfer angle e.g. the transfer to Jool would be 90°. (Map credit) Now time warp to a Jool transfer window. Tip: if you can't get to 1,000,000x time warp spawn a craft, recover it without launching, then warp in the tracking station. Step 3: Launch time Just get into an equatorial eastern orbit, fairly simple stuff. If you are using the "stumpy" spacecraft you may want to know how to fly it. Start your gravity turn later (1500m) the rocket can be a bit unstable at times. The spacecraft uses "asparagus staging" just watch the Dv number at the staging GUI and Stage when it reaches 0. You will use a bit of fuel from your transfer stage to reach orbit, your remaining Dv should be around 2150, that is still enough don't worry. Deploy the faring at 60,000m sometimes the decoupler that separates your lower stage from your upper stage may not work, to fix this quicksave (F5) then quickload (F9). Step 4: Setting up your transfer Now it's time for the hardest part (don't worry it won't be that hard) setting up your interplanetary transfer! Step 0 - Set Jool as your target. Step 1 - Create a maneuver node a little after where the sun sets on the planet, we do this is to leave on Kerbin's prograde side, this gives you a large speed boost. Step 2 - Pull out your prograde node until you get an interplanetary transfer, this should cost about 2000m/s of Dv and it should look something like this: Step 5: Preform your burn! It's time to go, perform your burn! Make sure you keep an eye on your orbit just in case. If you are happy with your encounter, you can stop now and time warp to your flyby, but if you are doing an impactor mission or you didn't get an encounter continue. Step 6: Mid-Course Correction Mid-Course correction is an important step in interplanetary exploration. It allows you to get a better orbit around another planet or crash directly into it. Mid-Course correction a navigational correction made to the course of a space vehicle at some point between the beginning and end of its journey. Mid-Course corrections are usually very low on the Dv amount, what you need to do is mess around with a maneuver node until you get the desired orbit. For your mission it may be similar to this: (Blue: current orbit | Orange: Changed orbit) Congratulations! You have just gone interplanetary, Enjoy the views!
  5. Explosive Aerospace™ Presents: V-Series Aircraft V-Series Mk0 "Stunt" The "Stunt" aircraft is a small, nimble little guy designed to do flips and tricks. Notes: Can "slip out" easy, just be light on the pitch and you'll be fine. Download Here V-Series MK1 "Scout" The "Scout" aircraft is a hypersonic aircraft designed to help you quickly get to all of the easter eggs on this side of Kerbin. Notes: Top speed: 1050 M/s Download Here
  6. Rating 7/10 very nice aircraft, although it is a bit sluggish on the pitch and roll. I landed at the island airfield.
  7. Hello! welcome to my sizeable list of suggestions to make the game more difficult / fun! These range from Science to Life support, remember these are all my opinion, you may not like these suggestions, so please discuss below. 1 - Parts / Structures - Structural failure Structural failure refers to parts falling off of your rocket / plane similar to what we see here. The chance of this happening should be changed by multiple factors such as the amount of weight/force on the decoupler, the size of the decoupler, and the amount of research on the decoupler. For example, the formula could be: (((W x F)/S)/Si)/100)/100, so say you have a booster with a weight of 1000 kgs, it is pushing with 2 Gs, and is on a size 2 decoupler with a research value of 1; that would mean you have a 10% chance of the decoupler breaking. Now there are a few problems with this: A - performance could take a big hit for all the math involved. B- It may just become annoying. - Engine failure This would be similar to structural failure, but these could be fixed with an engineer Kerbal. I would also imagine that SRBs would explode on failure. The Reason these could be nice additions is that it will make for more interesting rocket designs, you would have to have a launch escape system, and redundant parts. I think these should only be enabled for the Rocket Scientist difficulty just because you can reset below hard, and hard shouldn't have to worry about failures in hard mode. 2 - Science TBD Yes, I know there isn't much here for now, but there will be more soon.
  8. if you enter the map mode the Dv bar will reset, trusting the timer works though.
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