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Vanamonde

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Everything posted by Vanamonde

  1. Yeah, a low orbit around Tylo is kind of terrifying.
  2. Be warned, though, that if you enter the target's SOI at high warp settings, your projected path may suddenly jump many kilometers from where you so carefully arranged it. Slow down to 10x or less for SOI transitions.
  3. Sometimes vessels left in very low orbits simply disappear, even if the orbit doesn't pass below the terrain. The next time you check that ship, it might not be there.
  4. Ooo, you're about to be attacked by people insisting that not all mods make the game easier. Hit the dirt! But yeah, I'm an all-stock purist as well. Not that there's anything wrong with mods! Some of my best friends are mods!
  5. Rather than advice, let me suggest this. It's a docking trainer ship which sends up 2 small orbital maneuvering ships in one launch. You can separate them, and then practice bringing them back together from longer and longer distances.
  6. The large radial is just about the only one I use. The gap it provides is usually wide enough that no sepratrons are needed.
  7. I have no idea what you are arguing for or against, but good luck with it.
  8. In this case, "orbit" is merely the display mode on the navball. It doesn't actually mean that you're still orbiting Gilly. And yes, the vehicle might bounce around a bit, but will eventually come to rest.
  9. Is the downloaded version working for you now?
  10. If the size of the ship is getting out of hand, consider splitting it into sections, launching them separately, and assembling them in orbit through docking.
  11. That's how we all do it. It's part of the fun. And by the way, it's because the game is not finished yet, so any manual they tried to issue would be obsolete before it could get to us. If you have specific questions, though, you can pose them in the gameplay questions sub-forum.
  12. This is the problem with discussions on the internet; half of the people in them forget what they're about. To clarify for the third time, OP asked whether having more than one engine reduces delta-V, and some of us agreed/explained that it does reduce delta-V. That is one topic of discussion in this thread. Then some other people started arguing that ships should have high T/W ratios because that reduces the game-time the player spends on burns. That is the second, completely unrelated topic of discussion in this thread. In reply to this second topic, I posted an example of a ship that can go anywhere in the game despite having a low T/W, thus demonstrating that burn times have little to do with efficiency and are mostly a matter of player convenience. Yep, that ship I posted does have multiple engines to reduce the time spent burning (thread topic 2). This does not change the fact that fewer engines are more efficient in terms of delta-V (thread topic 1), because those are two separate topics. Are we all on the same page now? More engines = the convenience of shorter burns. But also, more engines = less delta-V, and delta-V is what the OP was asking about.
  13. I use a similar layout for my (much larger) sandbox moon trainer rocket.
  14. cryingfist, I just did a test, downloading my own S-12 file from Mediafire and trying it in a new game. It did fly in my test. In fact, it should be able to struggle off the pad even if 1 of the 3 engines in the launch stage isn't firing. If it gives you trouble again, hit F3 and look at the gray report screen that comes up. Are any part failures listed? That ship should not be large enough to break under its own weight, but strange things do happen occasionally in this game. Also, it might help if you took a screenshot of it attempting to liftoff, with the HUD instruments showing. Did you perhaps leave the ship sitting on the pad for a while before launch? I suppose it might have run out electricity. Or if you warped for a particular launch time while it was on the pad, that can sometimes cause part breakages which shouldn't otherwise happen. Oh, and just to cover all bases, are you sure you had the throttle turned all the way up?
  15. Since griffiin247 does seem to be asking specifically for mod advice, thread moved to general add-on affairs. Carry on.
  16. In a way that made sense to tom1499. How about we just let him have his excitement and move on?
  17. On the list of threads within a subforum, there is a button that says, "+Post new thread." It's on the upper left, below the page header.
  18. You will automatically be granted personalization options after you've posted a few more times, and the forum software is convinced that you're not a spambot.
  19. Build rockets. When they crash, figure out why and build better ones. That's pretty much all there is to it. (Though if you have more specific questions, feel free to ask. )
  20. Save the game, launch and fly to an orbit at the station's height, and note the time it took. Load your save, wait until the station is that far to the west of KSC, and launch for a rendezvous then.
  21. KSP is made within a system called Unity, and there's a limitation in Unity which requires that you can only attach a child part to a single parent. Since Squad uses unity but doesn't make it, there are things Squad can't change.
  22. Thread moved to how-to, where I'm afraid I got an error message on the video. How about some screenshots?
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