TheDarkStar
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Everything posted by TheDarkStar
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0.23 career mode I need more science
TheDarkStar replied to ctbram's topic in KSP1 Gameplay Questions and Tutorials
Have you gone interplanetary yet? -
Back in 0.17 (pre-docking), I did two things: Rescued a Kerbal from orbit around Minmus and rendezvoused with a craft in Kerbin orbit.
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LV-N motors fall off?
TheDarkStar replied to zeppelinmage's topic in KSP1 Gameplay Questions and Tutorials
I think you have a clipping issue. Put a small girder between the tanks the LV-Ns are on and the central stack and see if that helps. -
Note that LV-Ns become the most efficient engines somewhere around 1800m.
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Actually, you want to use LESS engines to get places, since they tend to add lots of mass. Instead, add more fuel (and asparagus stage http://wiki.kerbalspaceprogram.com/wiki/Asparagus_staging it if necessary).
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I've landed twice, but I've never been able to return.
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Quickload desaster
TheDarkStar replied to Therion_Prime's topic in KSP1 Gameplay Questions and Tutorials
If you exit immediately, you might be able to go back (if you don't give it the chance to autosave). -
Help with Aerobraking
TheDarkStar replied to neoblacksmith's topic in KSP1 Gameplay Questions and Tutorials
When you go through an atmosphere, you are constantly slowed down be the air. The lower you are, the more there is stopping you because the atmosphere is denser. Even if it doesn't look like at first, you are being slowed down by air when you are in an atmosphere. You lose about 2000 m/s of delta-v to drag when you launch in Kerbin's atmosphere. That said, when you want to aerobrake to lower delta-v costs, you want to have your periapsis be somewhere in the lower atmosphere. Duna: 12-15km, quicksave and reload to find out exactly or aim high Laythe: Either 20-26km or 18-22km, depending on whether you intercepted it from a prograde or a retrograde orbit, and also if it's straight from Kerbol's SoI or from a Jool orbit. Eve: Usually 57-75km, depending on your relative speed. Kerbin: I'm not quite sure, since I usually just land, but somewhere around 30km should work. -
What was your first flight to Eeloo like? BTW Happy 2014!
TheDarkStar replied to GamerMitch's topic in KSP1 Discussion
My first trip was just after it was released, and I just sent a relatively small, non-docked ship. I returned with a 5 part ship. It just isn't that hard to get to for me; you just need more fuel and have longer burn times (since you really only need one or two LV-Ns). -
Fuel crossfeed rules?
TheDarkStar replied to bames53's topic in KSP1 Gameplay Questions and Tutorials
They mostly all make sense. Fuel can't flow "up" the hierarchy; it only flows down (unless you add fuel flow lines). Also, fuel can't flow through probe cores or other command modules. The second picture is the only odd one, where the wrong tank is being drained first. I'll test some things out in KSP eventually and see if I can figure out what's going on. -
I usually add a capsule on the craft, move the Kerbal onto the seat, and then decouple the capsule.
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Mainsails are easy and cause lower part counts, so I use them for the first liftoff stages for medium to large rockets. For anything else, I use NERVAs for space travel, varying engines for landers, and sometimes air-breathing engines for Kerbin and Laythe. I also use aerospikes for the Isp for things like Eve ascent attempts.
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I like the idea of a relativistic kill weapon. However, it can be much, much stronger. Why stop at 0.8c when you can accelerate it to 0.9c, or 0.99c, or even 0.999999c? At some point, it is enough to make the planet into an asteroid belt.
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Polar Duna Base Questions
TheDarkStar replied to JiWint's topic in KSP1 Gameplay Questions and Tutorials
Almost all the poles have issues like that because the planets are saved as rectangular maps. The terrain is from the game "sowing" the ends together. You should probably pick a base that is simply NEAR the pole, since most of it looks the same. -
You can try to catch up with it. You can also terminate it and send a second one for your Kerbal (this time with a probe core). Also, make sure to apply the parking brake before you leave each time (press the brake symbol). Edit: You can also set physics warp all the way up and hope that it manages to pop a tire or two.
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Why phys warp?
TheDarkStar replied to KvickFlygarn87's topic in KSP1 Gameplay Questions and Tutorials
The numbers are never quite exact because of floating point rounding. The closer to a circular orbit, the worse the accuracy is. It's a thing built into the Unity engine. -
Transferring to Moho
TheDarkStar replied to theoracle09's topic in KSP1 Gameplay Questions and Tutorials
Looking at that image, it looks like your problem might have been that you intercepted it from a retrograde orbit relative to Moho's, or you had to lower your orbit extremely close to Kerbol to get that intercept. To fix this, remember that lowering your periapsis below Moho's means that you have to undo that when decelerating around Moho. Once you get your inclination (and make sure it is 0, not +/- 180) and periapsis correct, you really only want to lower your apoapsis; otherwise, you are mostly wasting fuel. -
Landing at KSC after returning from Minimus
TheDarkStar replied to Blitz4's topic in KSP1 Gameplay Questions and Tutorials
Personally, I dislike it because I want to play the game and not have MechJeb pilot for me, but that's because I like the piloting. I have actually used MechJeb before, but it gets boring after a while. Also, NERVA burns very rarely take as long as 20 minutes, since that means an 80 minute real burn time (you're using 4x warp, right?) unless you're trying to move a huge multi-part station. With anything that is single-part, you can also use struts so that stability is not an issue. It tool me months to learn to do the things I did. My first several dockings were failures because I ran out of RCS, but I got better over time. Now, I can dock two ~400 part ships with off-center (design failure) RCS or dock without RCS just fine. Edit: Oops, you're right. -
Landing at KSC after returning from Minimus
TheDarkStar replied to Blitz4's topic in KSP1 Gameplay Questions and Tutorials
Nova was the guy who made most of the planets, but he had to resign due to events in his life. Second, Sqaud has said that they will definitely not include an autopilot ingame; maneuver nodes (which are actually really simple to use) are what we get. Third, the guy who made MechJeb is in fact a dev now, but he is in charge of working on the UI. -
Unattened Ship Explosion
TheDarkStar replied to insylem's topic in KSP1 Gameplay Questions and Tutorials
The best way to stop something like this from happening is either to use timewarp for anything that is not in use or to not focus on it. If you don't already know, you can change your timewarp options in the atmosphere between 1 and 4 (although higher timewarps can cause larger ships to explode if you use them with it) and from 1 to 100000 in orbit depending on how far you are from the planet/moon/sun you are on. -
Issue - All Items in Stage Don't Activate
TheDarkStar replied to Tyrian's topic in KSP1 Gameplay Questions and Tutorials
It seems like the problem here is that the connections to the SRBs have broken on the launchpad. The best way to fix this is to use the launch stability enhancers to stop it from colliding with the terrain (but just make sure to use enough that the load is spread a bit between several clamps/several SRBs, or some SRBs will explode from trying to support everything at once). The other way is to put decouplers below the SRBs to stop the collision, but that isn't necessary here. -
Landing at KSC after returning from Minimus
TheDarkStar replied to Blitz4's topic in KSP1 Gameplay Questions and Tutorials
If you want to enjoy the game more, don't use MechJeb. You'll have a much better feeling of achievement and learn much more if you don't use it. For landing in the right place on Kerbin, there are a few things I can say. First, either use quicksaves to check where different orbital corrections take you (F5 = quicksave, F9 = quickload). Second, you can make a few aerobraking passes (get low enough in the atmosphere that you are slowed but not low enough that you reenter completely) to get a low orbit, and then deorbit so that you look like you will go a bit past KSC. If you have the fuel, don't use parachutes until the very end; use your engines to slow yourself down and get into the right spot. There is not quite as much of a rule to do it because of Kerbin's atmosphere (and it is much harder on Kerbin than on other places). Edit: But yes, practice is important to get the hang of landing in a certain spot. -
Problem with rendezvous - opposite orbits
TheDarkStar replied to MrUberGr's topic in KSP1 Gameplay Questions and Tutorials
You don't have to dock to rescue him. Just get close and match velocities, then EVA Bill to the rescue craft.