Callmedave
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2 feet off the ground
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Early Game Space Shuttle
Callmedave replied to Aerograde's topic in KSP1 Gameplay Questions and Tutorials
I made a early tech 'shuttle' I cant post a picture as im not at my home PC. but basically It was just a rocket with extra fins attached. It uses 4 boosters to get it out the atmosphere, the rocket itself then gets to orbit (just) I used this for the tourist contracts. the stage would deorbit and glide down and recovers. this gets to orbit for the cost of 4 boosters and some fuel. it will carry 4 tourists and 1 pilot so it was a good money maker. I can post a picture of it later if you wish, its worked really well for such low tech. -
Starting player Career Mode
Callmedave replied to Zer0gravity's topic in KSP1 Gameplay Questions and Tutorials
I have completed these contracts this way. low orbit (72x72) and you can cover a lot of these in one go. -
How to get money easy
Callmedave replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
i find the rescue contracts drop off after a while. -
How to get money easy
Callmedave replied to Pawelk198604's topic in KSP1 Gameplay Questions and Tutorials
A tip for saving money is to hire some kerbals. I know they cost money but its better to hire them when you only have three staff on your roster, say you rescue some but want more scientists it will cost more to hire them after you have rescued say ten or so staff. if you get them early then it wont cost as much. I spend about 1 million on staff early on to ensure I have enough scientists and a spare pilot or 2. -
Storage bay, whats it for?
Callmedave replied to Kaiser82's topic in KSP1 Gameplay Questions and Tutorials
I have a 2.5 service bay saved as a sub assembly that I use on lifters that I know will be going to orbit so that I can de-orbit that stage. i.e. in the service bay is: Probe core, Reaction wheels, Solar panels, communication equipment (usually the antenna is sufficient) some batteries and enough mono prop that I need to de-orbit that stage. - I could even add some parachutes to make these stages recoverable! when its required i just grab the subassembly and pop it on knowing it has everything I need. -
Tweak scale to make them bigger?
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Someone check my anomaly detection thinking?
Callmedave replied to Foxster's topic in KSP1 Discussion
i would like to add my suggestion too. Starting off in a perfect 90° inclined orbit is good so that you cover the poles, but then you end up scanning areas you have already scanned. after 'a few' orbits change your inclination +/- 10° and repeat after a few orbits.If you use scan sat it is easy to track when you have covered the areas of the planet near the poles. -
In my career mode, for some reason whenever I get a rescue a crew member contract, the crew member ends up being a engineer. I have a load of engineers but hardly any Scientists or Pilots. Is there a way I can use the cheat menu or similar to change them to a different skill type? I know i can purchase them, but I honestly think a bug has caused me to have so many engineers.
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I have only just got a class B asteroid in to Kerbin orbit. (my first ever yay!) My next mission was to send up a miner and get what i can out of it. Then i was going to put it in Minmus orbit. once there Im sure il build some kind of station on it but haven't thought that far ahead yet.
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So what does it take to get off of Eve these days?
Callmedave replied to RocketBlam's topic in KSP1 Discussion
I really like the idea of the 'helicopter' I think its Fire spitter mod that added rotor blades, one type is even foldable so could be ok on the Eve descent. There are electric and fuel powered options, and using tweakscale you can adjust them for optimum TWR. There is definitely some investigation to be done here. If i get time, I'll have a go at this at the weekend. (never been to Eve, not even a flyby!)