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Everything posted by Vanamonde
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No control near the Mun, Career Mode
Vanamonde replied to narfanator's topic in KSP1 Gameplay Questions and Tutorials
Are you right-clicking the devices you're talking about? Just about everything requires a right-click to activate. -
An imbalance of that sort is not an unrealistic complication for aircraft design, but there are several things you can do about it. Move the engines slightly down so that they apply a bit of nose-up torque, or angle the tailplanes slightly (5 degrees at a time if you hold shift while hitting the WASDQE keys) to push the tail down and therefore the nose up. But mostly, just keep tinkering with it until it works.
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Or just launch one of your good rockets and hit spacebarspacebarspacebar right after takeoff. It's like the 4th of July!
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Lolkillalevi, a while back I made a written walkthrough for achieving orbit. http://forum.kerbalspaceprogram.com/threads/25008-How-to-reach-orbit-and-a-rocket-that-can-do-it-a-walkthrough-for-newbies-(v21-1) Maybe it will help explain some things for you?
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Guys, it doesn't matter *why* he wants to know. Not everything is obvious to everybody. Lolkillalevi: If your speed meter isn't changing, it means you are orbiting levelly at the moment, but that doesn't mean the whole orbit is completely circular. On an elliptical path your speed will be pretty stable around both apoapsis and periapsis, but changing rapidly at the midpoints between them.
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As I understand it (somebody correct me if I'm wrong), there is a certain amount of science points which can be derived from performing a specific action. Transmitting multiple reports will add little bits toward the maximum possible, and bringing home the whole scientic device will add a bigger chunk toward that total, but you don't lose anything by using one approach rather than another.
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Before you invest a lot of time into getting the planes to work, experiment with transmitting data from them. I've just started trying it, but it seems the jets produce relatively little electricity with which to send signals. No point in making a plane that can go places if it can't send the info back.
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Weird moving shadows? Was it near sunrise or sunset? I believe those are the shadows of terrain scatter rocks.
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This is how it's supposed to work. After you already know the outcome of an experiment, you learn less by repeating it. The idea is that you use what you've learned to go on to grander endeavors with fresh potential for science points. There may be a checklist of experiments to be done at some point, but there isn't one in the game yet because nothing is in its final form while the game remains under development.
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Here's a walkthrough for getting to the moons, and a sandbox rocket that can do it: http://forum.kerbalspaceprogram.com/threads/25029-A-moon-rocket-and-moon-trip-walkthrough-for-newbies-(21-1) In in career mode, here's a tier-3 ship (no walkthrough) that can do it: http://forum.kerbalspaceprogram.com/threads/55636-Career-mode-starter-ships (The moon rocket is the third one in the thread.)
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Sometimes craft left in very low orbits up and vanish while you are personally operating a different ship, even if the orbit is higher than the highest point on the world. I haven't seen this happen for a few versions now; perhaps it's been fixed. But I never leave anything I care about parked below 10,000m anymore.
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Thermometer are you sure is working fine ?
Vanamonde replied to MaximilianPs's topic in KSP1 Discussion
The corona can get up to 1 million degrees, and they're not very clear about how it happens. -
Cant seem to find the fuel\weight balance
Vanamonde replied to OptiSTR's topic in KSP1 Gameplay Questions and Tutorials
Rather than make the whole rocket light or the whole rocket heavy, build light at the top and heavier as you go down. Make the final stage as small as it can be, then build a stage under that which is just strong enough to lift itself and the stage above, repeat as necessary until the rocket can get where you want it to go. If you would like an example rocket you can download, the third one in this thread can make 1-kerbal moon surface round trips, and is built using parts only up to tier-3: http://forum.kerbalspaceprogram.com/threads/55636-Career-mode-starter-ships -
No docking mode after undock
Vanamonde replied to Victor Tadeu's topic in KSP1 Gameplay Questions and Tutorials
Right after you undock, the magnetism which connects the rings is temporarily disabled. This is so they don't just grab enough other again as you're trying to move the ships away from each other. Back off a certain distance, which I believe is 10 meters, and the system resets itself and docking will be possible again. -
Kerbin's moons are easy enough to reach that you don't need anything as fancy as refueling stops along the way. As for details, here is a written walkthrough of getting to the moons, and an example rocket you can download to try it with: http://forum.kerbalspaceprogram.com/threads/25029-A-moon-rocket-and-moon-trip-walkthrough-for-newbies-(21-1) By the way, it can be done with a much smaller ship than that; I made that one intentionally bigger than it needs to be so that there's some margin for error.
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I'm not sure if this will address your question or not, but as examples, consider these two designs: http://forum.kerbalspaceprogram.com/threads/48610-My-roundtrip-ships-for-download They have made round-trips to all the planets in game, and the small one has 99 parts on the spaceborne phase while the large one has 137 parts after assembly. Of course, these are just the delivery ships and the cargoes would add considerably to the mission's part count. But my point is, you can do just about anything in the game without part counts getting completely crazy. I do experience considerable lag on those ships with large cargoes, but it's definitely do-able.
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How the hell do you aim flags.
Vanamonde replied to Tassyr's topic in KSP1 Gameplay Questions and Tutorials
In the meantime, you can make the flag visible by aiming the Kerbal's helmet lights (the "L" key) at the flag: -
The Imgur link you need is the BBCode version; the second one down on the right-hand column.
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Best way to get close to the sun?
Vanamonde replied to Trekintosh's topic in KSP1 Gameplay Questions and Tutorials
Moho would be difficult to use for a slingshot, though, as matching orbital inclinations for an intercept would add a lot of delta-V back onto whatever you were picking up from the planet. -
Transferring samples between pods
Vanamonde replied to merlinux's topic in KSP1 Gameplay Questions and Tutorials
I do not believe soil samples or crew reports are transferable. Hmm. What about EVAs, though? If the Kerbal physically goes to another pod after the EVA? -
Satelites in Career mode
Vanamonde replied to WeirdCulture's topic in KSP1 Gameplay Questions and Tutorials
Take a probe core, stick some solar panels and science instruments on it, and throw it out there without provision for return. Gobs of science points to be had. -
Minmus and how to reach it
Vanamonde replied to A1catraz's topic in KSP1 Gameplay Questions and Tutorials
Here are instructions for getting to the moons, and an easy-to-fly ship you can download for the job: http://forum.kerbalspaceprogram.com/threads/25029-A-moon-rocket-and-moon-trip-walkthrough-for-newbies-(21-1) -
Having trouble getting your space program off the ground? Then here's a helping hand from your friends at Yeahletstrythatdyne. The S-10 Hypothesis uses only parts available at the beginning of the game. The ship is capable of suborbital flights which can carry you either straight up about 480km, or laterally about 1/4th of Kerbin's circumference. The thrust/weight ratio is balanced so that you can run at full throttle as long as fuel lasts, and the ship will move at just about optimal ascent speed. Since power is limited, only transmit data while the engine is running. The parachutes will bring the ship down at a safe speed. Caution: the ship may take some damage upon landing. But the capsule is completely guaranteed* to survive with pilot and data intact. *Warrantee void for Kerbin residents. S-10 craft file: http://www./?86bc55feawftwdp One S-10 flight should earn you enough points to unlock the second tech tier, and in so doing move up to the luxurious S-12 Experiment. Exploiting the marvels of vertical staging technology, the Experiment can attain Kerbin orbit while carrying a pilot and 2 Mystery Goo pods. Note, however, that in the current science system, there is no benefit to lingering in orbit, as the same experiments and data can be performed and collected at other altitudes. But we at Yeahletstrythatdyne have given the S-12 this orbital capability because we know new pilots will be anxious to play with it. Again thanks to vertical staging, return to Kerbin is much simpler for S-12 missions than with the S-10. S-12 craft file: OBSOLETE One or two S-12 flights will advance you to tech tier 2, making the S-13 Confirmation possible, and with it, the moons are within your grasp. Shedding several stages along the way, the S-13 will soon deliver your intrepid explorer and 2 goo pods to the surface of the Kerbin moon of your choice. We at Yeahletstrythatdyne try to give you newbie training products that are fool-proofed and easy to use, however, these starter rockets are a bit of a departure for us, as they are pushing the edge of the technological envelope. Launch stages are a bit difficult to steer, and the S-13's bare-bones design means that the pilot must hop or RCS to and from the door of the munar lander. Also, since the S-13's lander engine does not produce electricity, all of the mission from final landing approach to splashdown must be performed with the capsule's storage limit of 50 power points. This should be sufficient, but explains why the lander stage houses no antennas; transmission would exhaust the power supply. However, don't let all of that scare you! The S-13 is fully capable of returning its payload of pilot and scientific equipment to Kerbin. S-13 craft file: OBSOLETE Need some training before you can use these rockets? Then checkout these other Yeahletstrythatdyne (sandbox mode) ships and tutorials: Getting to orbit: OBSOLETE Getting to the moons: OBSOLETE