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chemieglennie

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Everything posted by chemieglennie

  1. Fair point, that's what I've starting doing in my first play through. Just think the first few unlocks should be probes.
  2. I always played KSP1 with the "better than staying manned" mod. It makes so much more sense to start with small one way probes. You can then experiment and it doesn't matter if you run out of fuel or crash. Later on I would send probes to each planet to collect some science and act as a comm relay, before attempting to send kerbals.
  3. Everything that's been talked about since 0.90 needs to be properly finished, polished and balanced. It also needs to look better. I shouldn't have to install a mod to get clouds. 1.0 should be seen as the version lots of new players are going to be using for the first time. As far as I'm concerned the only two options are, 1. Delay 1.0 until everything is ready 2. Do an extra release - 0.95 (or more releases if necessary)
  4. There's a very handy table in those charts for moon to moon transfers around Jool. Thanks
  5. That map looks perfect. Time to start calculating. Thank you.
  6. I'm thinking of doing the Jool 5 challenge but I don't know how to calculate the delta v for all the transfers. The delta v maps show what's needed to go from a moon to low Jool orbit and then back to a moon, but that seems like the least efficient way of doing it. Does anyone have a rough idea?
  7. The more reaction wheels you add the quicker you can turn. I've started adding some on the radial attachement points on the sides of big tanks. I usually only add 2 or 4 even on pretty big ships.
  8. What is the weight range of each class. I can't seem to find it anywhere. I couldn't find the weight of one I targeted either, just the size. I'm realising now that the ship I built is probably woefully inadequate.
  9. Finally did my Eve return mission. I used a big rover so I could drive up a mountain. Used the wide short fuel tanks rather than the tall thin ones with mostly aerospikes and some little tanks and engines for the top stages. This gave a low centre of gravity, which made the rover much more stable. I had a lot of problems with tall rovers swaying and breaking. Take off is so much easier when you start from high ground. This seemed a good way of reliably getting there. It had 9,700dv and made it from 4000m height with just under 200dv left. (Just noticed it says 8924dv in picture, that must be atmospheric dv)
  10. Thanks, I didn't know that about hyperedit. Might be useful. I haven't used it much before. Just installed to test Eve landers because I got bored of wasting time flying them there and watching them fail many, many times. I just use it to set a 100km orbit around Eve and then zero my orbital velocity when I want to land to test parachutes etc. Anyway did this and the lander/rover works pretty well. Had to add some more parachutes. Also had to add some landing legs and associated girders. It doesn't like landing on it's wheels at all! So I landed drove around a bit. Got to 5000m height. Did a successful test launch with 400m/s dv left Now just have to build a launcher and send it "for real".... Drogue chutes deployed All chutes deployed Driving up a mountain on Eve!!!
  11. Just did some testing on Kerbin around the launchpad and it works fine. It appears the grass is "slippery" enough to allow it to turn without a problem. There must be too much grip on the launchpad which breaks the joints. Went along at about 12m/s on flat ground at 3 times warp. It will also turn on the spot now. Next test is on Eve. I'll use hyperedit to put me in Eve orbit to test parachutes etc, then hopefully a driving test.
  12. I've been testing on the launchpad which means slow sharp turns. I'll try and give it a run on more open ground. With regards to struts I started with none and gradually added more. More struts seems to help quite a lot, but I want to know it's really stable before I attempt a mountain climb on Eve.
  13. I've been working on lowering the centre of mass. The picture shows the 6 wheeled version. I also had a 4 wheeled version that did the same thing. The wheels are attached to decouplers. Whenever I try to turn the wheels snap off of the decouplers. It's a bit better with struts but nowhere near stable enough to take to Eve. I've tried adding girders in the picture with more struts but it still happens. It seems to be a problem with the way the wheels "turn". They turn the rover by rolling in opposite directions on each side, kind of like tank tracks. The twisting force from this just snaps them off.
  14. I've been trying to add the big wheels to my Eve lander, but during testing they keep snapping off. The turning forces seem to snap them off whenever I try to turn no matter how many struts I add. The lander is quite heavy, about 70t. Is there a trick to using them or can someone suggest some good wheels from a mod. Thanks in advance for any help.
  15. How did I not know this. You can transfer the "science" to the command pod and leave the science stuff behind! Does that mean you can then reuse the science jr and goo containers afterwards? I have several science landers that I now need to redesign....
  16. I agree with kerbal engineer redux. Always the first mod I install. Knowing the delta-v and thrust to weight ratio of every stage as you build it is invaluable. I like mods that give me more information while using stock parts like, kerbal alarm clock docking alignment indicator Also love chatterer. This just adds extra sounds to your ships like voices and bleeps.
  17. You don't need the 860 to slow down for Kerbin. Just get inside the atmosphere and aerobrake. The 640 to land on the Mun is optimistic. Make sure you start your slowing down burn late and hard. You basically want the reverse of a launch to be as efficient as possible. Quick save will help here.
  18. I've made a lander with the big stock wheels attached so I can drive up a mountain for launch. Trouble is the wheels keep breaking, so I've started experimenting with mod wheels. All tips and advice welcome.
  19. You can land and take off on water if you have a bit of width. I made the mistake of a tall thin lander the first time which fell over.
  20. Around 75km should work. You can do some extra orbits if you need to slow down more. (As long as you get an orbit on the first deceleration) But yes always quicksave before any risky manoeuvre like this.
  21. Vector - that looks awesome. I was trying to build something similar last week but failed miserably. How did you get the air intakes to attach to the sides of the tank like that?
  22. I've just downloaded the Android version and had a quick play. Looks good. Basically KSP for mobile. I think there is an ios version as well. Link to Android version, https://play.google.com/store/apps/details?id=com.jundroo.simplerockets
  23. You could take a long walk up a mountain. You can get away with about 8000 dv from the top of the highest mountains. About 6000m above sea level I think.
  24. What's the best way to connect a lander to an interplanetary ship? If I use the one man capsule that will mean using the small docking clamps which I think will make the ship unstable. I don't really want to use the bigger capsule just so I can use the senior docking clamp. Does anyone have any examples? I've been trying to plan a manned mission to Tylo. I've done various return missions to other planets, but I'm new to docking. Thanks
  25. Did some quick test launches. With all 5 mapsats got annoying lag. With just 1 mapsat much less lag, quite playable. With no mapsats, no lag at all. Scanning was always turned off and the mapsat window closed. It must be doing some background calculations or something though. My next challenge is to build a mapsat probe with enough delta v to move between all 5 moons around Jool. Does anyone know how much delta v to allow for moving between the moons, roughlyish?
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