TheDarkOne
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Everything posted by TheDarkOne
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Does the Regolith castle actually exist in-game somewhere?
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I think the closest thing you can get you can get to docking is to have one craft hold on to another.
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Looks like I need to change how scoring is done for minmus, I didn\'t think anyone would already get solar escape.
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If a kerbal gets stuck in the exhaust of your rocket (right next to the thruster), he won\'t be killed. Instead, he will be fired away (on Kerbin, kilometers away). My challenge is to get them the farthest possible. There will be three categories: Kerbin, the Mun, and Minmus. Rules: Stock craft only (aside from MechJeb, since that won\'t help you much). Kerbin scoring will be tje distance from the starting place to where the Kerbal crashes. Mun and Minmus will be the final apoapsis of your Kerbal (The body it falls on or gets into orbit around.) No using the Kerbal\'s RCS once they are launched. Kerbin: 1. SteevyT:4143 meters Mun: Minmus: 1. Foursh: Solar Apospsis of 27.7 billion meters
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657: You accidentally EVA someone at the start of vertical descent and the craft bends 45 degrees to the side. 658: You press shift instead of ctrl and kill your only Kerbal on impact with your spacecraft. 659: Your decoupler fails during an orbital burn while the thruster is going. 660: You notice that part of your rocket is so wide that it intersects with the launch tower before launch, 661: You decouple before your SRBs have finished. 662: The rocket starts spinning uncontrollably even though you have ASAS and RCS on 663: The rocket lifts off, half still on the launchpad 664: Your spacestation carrier tilts to the side unless you use RCS, and you are on your last tank. 665: Your upper stages have enough fuel to get you to orbit, but they can\'t do it fast enough and you fall to the ground before your periapsis is out of the atmosphere 666: Your try to make your rocket start really high with the launch stabilizers and end up in Nullspace ( http://kerbalspaceprogram.com/forum/index.php?topic=16836.0 )
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Things like this happen when your rocket launch fails. -
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I use ASAS for parts of liftoff and orbital things, but turn it off for landing. You don\'t really need anything except a small craft and an engine with thrust vectoring for landing on the Mun.
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Post EVERYTHING you know about the Mun Arch.
TheDarkOne replied to VincentMcConnell's topic in KSP1 Discussion
1. How high in orbit is the monolith? 2. Do things collide with monoliths? 3. Where did you hear about a cavern? -
[Stock 0.16] Smallest Mun lander possible?
TheDarkOne replied to Apotheosist's topic in KSP1 The Spacecraft Exchange
What about your piloting? Did you follow what the creator of the craft said to do? -
[Question on 0.16 release] Hidden Kerbals anywhere?
TheDarkOne replied to cyberKerb's topic in KSP1 Discussion
Would it work to get a lot of debris in multiple different low Mun orbits and see if you can see any from the menu? -
Getting to the Mun?
TheDarkOne replied to Daniel1324's topic in KSP1 Gameplay Questions and Tutorials
Unless you use very large rockets, an ASAS will keep you going where you want to go (unless you aren\'t using thrust vectoring thrusters) most of the time. Also, going straight up is good for the first 11km or so, but after that it\'s more efficient to just turn a bit at a time. -
Getting to the Mun?
TheDarkOne replied to Daniel1324's topic in KSP1 Gameplay Questions and Tutorials
Although that\'s simple, it\'s not as furl efficient as it could be. It\'s better to tilt your spacecraft once you leave the lower atmosphere if you are more limited in fuel. -
Choosing a landing site on the Mun?
TheDarkOne replied to CanuckOverlord's topic in KSP1 Gameplay Questions and Tutorials
I\'d pick a landing place with a first craft in crater or somewhere flat. To land other craft, get a circular orbit that passes over you target area with them. Decelerate so that you will land in the general area, then adjust as you get lower. Bring a large fuel tank and a weak engine. -
Getting to the Mun?
TheDarkOne replied to Daniel1324's topic in KSP1 Gameplay Questions and Tutorials
I get my apoapsis up high enough, then get my periapsis out of the atmosphere once at apoapsis. Next, I go to periapsis and get my apoapsis at about Mun orbit. I set time warp at 10000 or so and wait. For landing, I just wait until about 500m/s or 60-100km above the surface to slow. By the time I hit 10km or so, I am slow enough to do a gradual descent. -
How to time minus orbital injection.
TheDarkOne replied to Sixnew2's topic in KSP1 Gameplay Questions and Tutorials
Make your orbit as close to Minmus\'s as possible but with opposite direction. You\'ll hit it in less than one orbit. -
1. Do that if possible. My rescue rockets are sometimes fall apart if they stay on the launchpad too long, so I often EVA kerbals towards Kerbin while in space. 2. Get in an orbit around the Mun, then change the inclination so that it passes over your stranded kerbal. Decelerate in time to land in the area of the stranded kerbal, then adjust. My current designs often have two stages landed, so I can land with one, then go somewhere else with the other. You want to end up within about 15 km of the kerbal if it has jetpack fuel and you can EVA well, or within ~200 m if he has no fuel.
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Shifting between ladders?
TheDarkOne replied to EndOfTheEarth's topic in KSP1 Gameplay Questions and Tutorials
If you use QEWASD to rotate the ladders, kerbals can climb on perpendicular ones if you tell them to turn in the direction it is in with the arrow keys during EVA -
Mk2 cockpit is still a part, though.
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I just realized that I forgot about a rule. Spaceplanes are relatively easy to land, so no wings or other airplane parts, and you have to land vertically (like you do with a rocket when you have no parachute). Edit: You have to get in a full 70000m orbit, and to get out, you are allowed to use RCS. Edit 2: Once you hit the atmosphere, no RCS.
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Most people can land on Kerbin or any of it\'s moons, but most use normal thrusters and parachutes (on Kerbin). However, jet engines should work too. What is the smallest craft you can land from orbit that uses only jet engines?. RULES: You can use anything you want to get into orbit (periapsis >= 70 KM, anything allowed to get here). Just flying up is not allowed. Once in orbit, you can\'t use anything besides stock (including MechJeb), and use only jet engines for thrust (except RCS to deorbit) The goal is to get the least parts in the landing craft (anything you use to deorbit and land, so too many RCS thrusters are bad.) Pictures/videos are required (should be unneccessary to say this, though) Leaderboard: Knyght: 15 parts from deorbit
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RCS isn\'t needed that much for landing, since (these are stock) a normal fuel tank, weakest engine, ASAS, and some maybe some landing legs can do the entire Mun landing on their won from just after deorbiting to landing. On minmus, you can easily do the deorbit burn too and have fuel.
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Kerbal book of World Records
TheDarkOne replied to mincespy's topic in KSP1 Challenges & Mission ideas
180k > 60.5k, unless I\'m very confused. -
If you add more to the craft (MORE BOOSTERS =P ), then turn on the boosters to spin, it goes so fast that the ship tears itself apart.