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Everything posted by Klajan
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The Secret to large ship parachutes
Klajan replied to Zaeo's topic in KSP1 Gameplay Questions and Tutorials
I usualy don´t have a problem with landing ships this size via chute. If you come down to fast and your chutes rip of, try one of the MK25 Parachutes, these will deploy at 2500m and then slow you down significantly. 4 Radials should be enough for 7 Tons. I found a Setup of 3 Mk25 and 16 radials to be enough for my fully fueled 100t SSTO. Also mount at least some chutes on the fueltank. -
I am a builder. Sometimes a pilot, but mostly a builder. I love the chalange of building things with ridiculous large dimensions and then try to build something around it, able to perform the task I want it to perform. The more complex the better. Seems like I carried this over from Minecraft. I also try to create my own missions and campaign.
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how to create an "unflippable" rover
Klajan replied to creator1629's topic in KSP1 Gameplay Questions and Tutorials
Yes, but if you want to keep it "realistic" you would also have to get the Kerbal back to Kerbin, while an unmaned Rover des not have such worries. A slong as oyu are on fairly low gravity worlds it will be hard to blow your tires. I have driven over 150 km in my rover on the Mun on 4x Physical Timewarp and have not blown a single tire. -
For me it was getting to laythe with my spacestation. I knew I should have build a larger engine for this thing. It has a total weight of 600t and used my old enginemodule, designed to have enough thrust for ~50t... It sure if fun burning with an ship wobbling all over the place, while having the TWR of a Probe with Ionengine. I was burnign for a looong time until I left Kerbins sphere of influence... Well at least I had around 20k dv to get to jool. But hey, thats what mechjeb is for. Doing hours of burning for you...
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[Sowcase] The Grand Re-Entry MEGATHREAD!
Klajan replied to BlackStealthz's topic in KSP1 The Spacecraft Exchange
This one was useless, since it lost some part on its ascend. But it looked great. -
Some noobish rover questions.
Klajan replied to Panzerbeard's topic in KSP1 Gameplay Questions and Tutorials
Will work yes. This design is propably overkill, as it is designed for my huge 50t munbase. -
how to create an "unflippable" rover
Klajan replied to creator1629's topic in KSP1 Gameplay Questions and Tutorials
Here is my design, currently exploring Mun, Minmus and Eve: -
Some noobish rover questions.
Klajan replied to Panzerbeard's topic in KSP1 Gameplay Questions and Tutorials
Nice design I have set my Münbase in a similar way and I had dockingports at the end and simply attached small fueltanks with the orange radial engines to these, so I could decouple them once landed. Also you can either: Install subassembly loader and use this to transfer your vehicle to the VAB or Fipp the rover and build your lifter/transfer stage below it, attach the starting clapms to this and fligh away. here with generic build-in-10-seconds launcher -
NO. The dockingports are deaktivated after undocking, but will reaktivate if you back up a couple of meters (100m is more then enough there). You don´t have to get out of physics range to get the dockingports to work aggain, unless exactly this happens. Or the countless dockings I had done with my spacestation to align the ladders correctly were actualy bugged...
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How about: "I thought this was a Planet" - Visit Eeloo. "Hold her steady" - Complete a orbital rendezvous and successful docking manuver without RCS on both vehicles. And fun ones: "Don´t feed the Kraken" - Awake the Kraken "Take me closer, I want to hit them with my Sword" - On any airless Body, achieve an Orbit passing a maximum of 5 m over the Ground on its lowest pass. (5m with the radar-hight meter that is; the lowest pass is NOT the Periapsis)
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Some wierd stuff going on lately. Happened to me aswell while I was trying to alingn my spacestation properly. After I restarted the program it worked foaggain.
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Absolutely fantasic work there I am currently not using the deadly reentry heatmod, but I am experimenting with reusable heatshields for my SSTO used at my laythe colony. Do the stuctural panels protect well enough aggainst the reentryheat? Otherwise i will most likely not install the reentry heat mod, as most of my heatshield designs are based on these.
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how to create an "unflippable" rover
Klajan replied to creator1629's topic in KSP1 Gameplay Questions and Tutorials
I have a very very stable design, even capable to flip itself on the weels if flippfed. the center of gravity is very low, and so is its profile. I can drive 30 m/s without having to worry about flippng, as long as i don´t make sharp turns (Timewarp at 4x works as well, but never steer while doing that, nothing can save you from flipping while doing that.). It is very sturdy, surviving 50 m dropps without brakeing the weels. The rover itself is very lightweight, around 2-3 tons and has a SAS-Unit for enhanced stability (yes that works) It also has RCS thrusters to help with flipping it back. -
Real basic noobie question.
Klajan replied to Scarecrow88's topic in KSP1 Gameplay Questions and Tutorials
Yes. And even better: Steam uses your screenshot as a background I like tot ake the screenshot with steam, since I can manage them better this way. And I can upload them to the cloud, so I have them available to all my PCs. -
Or you can just try o take a high pass barely scraping the middle part of the atmosphere and then raise your perafrasis (or however this is called) up a not, so you just scrape the atmosphere and the aerobrake your Apoapsis down to a reasonable level (2-3 are mostly enought). I did this after a EVE transfer at 75000 m hight. Then switched to 80000. Took me 3 passes to get my apoapsis down to ~ 500 km. I did this because my Satalite only had one Ionengine left and was supposed to use this to change the inclanation.
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Assembling a Rocket in orbit.
Klajan replied to OUScooby's topic in KSP1 Gameplay Questions and Tutorials
Yes, docking large crafts in orbit is one of the best aproches to interplanetary travel. I am currently building a interplanetary spacecraft, capable of traveling to every planet in the Kerbol System. I have to shoot 7 different part into orbit and dock them, but this way I have enough fuel and thrust to easily get to laythe and back. If my memory is correct, it should consist out of ~700 parts and has a total weight of around 300-400t. My "Mothership" consists out of fueltanks and a bit of RCS fuel and other things, then I have an enginearray with 9 Nuclear engines docked to the back and in the front I have and large Habitant module. I am currently building the landers and and transportvehicles for laythe and will soon be ready to depart. -
Mechjeb is great. Not only does it provide a autopilot, but it also gives you great information about your orbit or when to start your interplanetary travel. Also mechjeb does a superb job alnding your craft in non air enviroments, and if you specify your orbit yourself mechjeb weill even eb able to land with a 100m margin of error next to your specified target (without specifing your orbit yourself mechjeb will most likely miss the target aroun 30 km) I also use Hydrotech for docking my larger crafts wit mutiple dockingports. If you need to have a specific orientation this will help you. Just be prepared to wait around 10-30 min until hydrojeb has docked, it likes to take its time.
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Yes, this way I can launch it without instantly blowing up, but I sill can not exit the flight without ending it. I also suspect, that it will blow up once I reload it during a mission.
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Yes it is fully stopped, throttle is down. I can drive wherever I want, but not exit the flight wihtout ending it. With other flights nothing specil happens, so this is most likely something related to this craft. I will try to post screens and the .craft file once I am Home.
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I build a nice moblie base/munrover for my munbase and it works perfectly fine...The first time I launch it from the SPH everything works fine, except that I can´t go back to the spacecenter, only end the flight. But if I then decide to restart the flight hell breaks loose. Some parts of my vehicle instantly blow up and destroy my vehicle. Even if I turn unbreackable joints and no colisiondamage in debugmode on parts of my vehicle still blow up. I have tryed deattaching the parts blowing up, but this only results in other parts blowing up. Does anyone have clue what could cause this? (PS: No pictures right now, you will have to wait until I get home)
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Did it once. Because my spacestation and the enginecluster I wanted to dock ran out of rcs fuel. It was extremly hard to dock these 2 around 80t spacecrafts, and my engineclusters only hat a small probe as core. And then I had to dock a small craft to refuel my spacestation.
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RCS Thruster Positioning Tips?
Klajan replied to Dortmunder's topic in KSP1 Gameplay Questions and Tutorials
I think he refers to the Stock ASAS. The larger and more "wobbly" your ship is, the less useful ASAS becomes for docking. Most of the time it will just try to compensate for the wobble of your ship and do nothing usefull for docking. If this is the case, I usualy leave it of, only using it to align myself properly. Edit: didn´t see the second page *facepalm* -
Trouble getting a station up in one piece.
Klajan replied to Edberg's topic in KSP1 Gameplay Questions and Tutorials
Yes these launchers are a save bet and will almost always work fine. if you want to build your own launcher I reccomend Kerbal Engineer Redux. You need around 4500 dv to get into orbit, but I find 4800 better, so you have a margin for errors. Also try asparus-staging, this will keep your launchers relatively small and efficient. I also like to use clustered engines over mainsails, since they are more reliable (don´t overheat)(and look cool ). -
RCS Thruster Positioning Tips?
Klajan replied to Dortmunder's topic in KSP1 Gameplay Questions and Tutorials
Yes, placing the Thrusters this way is the most efficient way, but placing them at the end of the craft ( I usualy place them in pairs of 2, setting the second pair 90° off) is a save bet and is more then enough for most medium crafts. For larger crafts I place 4 at each end, and for extreemly large crafts (lÃÂke the engine array for my interplanetary spacestation) I place 4 addidtional thrusters in the COM, and only activate the outer ones for docking. For small Crafts like landers I always try to place them in the COM, since it usualy won´t change enough to affect your manuverablity.