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Everything posted by Scarecrow88
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My Kerbals wanted to be seen as being in favour of equal rites, and decided to recruit and send an all female crew in to space. To keep it relatively simple, their first target was the Mun, but it didn't quite go according to plan.
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Minmus Rover won't stop sliding!
Scarecrow88 replied to Blue's topic in KSP1 Gameplay Questions and Tutorials
I find turning SAS off on low grav moons can help stop unwanted oscillating and when leaving MOLLY have you tried putting the brakes on to stop it wandering? -
If your early steps mimic roughly what the USA did with it's space program, you should have fun learning various aspects of the game in a progressive way. So start with a rocket that can actually get off the ground without going bang, move on to extended sub-orbital flights which should then progress on to full orbital. Remember that it's nice to bring your Kerbals safely back to the surface at the end of these flights. Once you have got the hang of getting in to orbit, time to learn about manoeuvre nodes, and how orbital mechanics work, which will then allow you to get to one of the two moons that orbit Kerbin. Getting there is one thing, but getting back shouldn't be too difficult, but what about getting back after you have made a successful landing? Small steps at a time should get you there. Getting to other planets is just an extension of what you have learnt getting to one of the moons. Another aspect you could look at, as early as you are comfortable getting in to orbit, is how to rendezvous two ships in orbit and dock them together. This isn't an easy task, and a lot of players struggle with it, even after playing for a while, but it's a useful skill to master.
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Can someone help me please :)
Scarecrow88 replied to Gizmo333's topic in KSP1 Gameplay Questions and Tutorials
Assign your engines to an action group. I set my jet engines on a separate key to my rocket engines so that I can toggle between them, but also have them all on or off if I need to. -
Welcome to KSP. A lot of players find docking difficult to master, but once you get your head around how it works and what's required to perform a docking, I don't think anyone would ask that it be made easier. The act of docking isn't difficult. What is difficult is understanding how to dock. Heck, even NASA struggled with their first attempts.
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I put a manned lander on Eeloo for the first time, using the ship I originally designed to go to Duna. Think it might be a bit short on fuel to get back though!
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I've just tried that mod and managed to dock two ships in complete darkness, using only the information given by the indicator, so it's definitely worth a look if you're having problems docking.
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Like BFGfreak up to now I have used Docking Cam which has served me well with no problems. However, I've seen this mod mentioned a few times, and also seen a couple of reviews, so thought I'd give it a go. I like that it comes up automatically as soon as you select your target port, and I like the clean, uncluttered display. I used it with my ships in planet shadow, and as neither is fitted with lights, the docking was completed with no visual clues from the ships themselves, but purely based on the info given by the docking indicator. It went really smoothly and without any problems at all, which I think is sufficient endorsement that this tool is more than up to the job it was designed for. Good job.
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It would be helpful if you could be more specific as to what aspect of getting to the Mun you are have problems with - getting an intercept, establishing an orbit around the Mun, landing? A screenshot of your craft may also help just in case there are any design flaws that are contributing to your problems.
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Heads up a program about building the ISS is on channel 5 NOW.
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Moon base lighting
Scarecrow88 replied to lantean24's topic in KSP1 Gameplay Questions and Tutorials
Night on Kerbin only lasts 3 hours. Night on the Mun lasts a lot longer due to it being tidally locked to Kerbin. That could be part of your problem. -
It's there - I've just found it.
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Coordinates for all artifacts?
Scarecrow88 replied to superwonderdog77's topic in KSP1 Gameplay Questions and Tutorials
I've just been looking for one of the anomalies on the Mun, which I was struggling with due to my longitude reading greater than 180 degrees, thus making no sense whatever and making it difficult to ascertain what my real longitude actually was, when I think Bill got abducted by aliens! I thought I had landed reasonably close, but due to the aforementioned problem didn't know if I should be looking further east or west. I sent Bill out towards the west, and after a while, went back to the lander to set Bob looking to the east. When Bob exited the lander, Bill had vanished. I've been to the crew centre, and he's not listed anywhere - available, assigned or missing - and he doesn't appear to be anywhere on the surface where I left him. The tracking station no longer has him as EVA, so I haven't got a clue where he's gone. -
I am not sure what it is supposed to be, which is why I am there looking. Ground scatter is off, and I've tried clipping the view below ground, but nothing is showing up. Can only assume the coordinates I have for it are off, though they did come from www.kerbalmaps.com. ETA: Panic over - I found it. Mostly below ground with just a sliver breaking the surface. What threw me was westerly coordinates on the Mun reading greater than 180 degrees, and trying to make sense of what my actual true westerly position was.
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Tried panning the camera, but nothing yet. May have to go EVA and see if I can get closer to the coordinates I have for it.
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Is the anomaly that is supposed to be in the crater just south of the Armstrong memorial still there in 0.21? The reason I ask is that I have a craft in that area at the moment, and I can't see it. My craft is at N9 41' 54" W26 15' 42" which I believe should be fairly close.
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Seeing as there isn't much gravity on Minmus, and normal rovers suffer a lack of grip due to no downforce, I went for a hover craft rover on my last visit.
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Best Rendezvous and Dock times
Scarecrow88 replied to MMaxamillion's topic in KSP1 Gameplay Questions and Tutorials
There is a video out there somewhere where someone managed a launch to dock in under 10 minutes. Personally I've never considered being able to do it really quickly a matter of importance, just happy to do it successfully each time. -
What next after landing pod?
Scarecrow88 replied to Shantred's topic in KSP1 Gameplay Questions and Tutorials
Given that rendezvous and docking are probably the most difficult skills in the game to understand and master, I wouldn't recommend that as the next step. Personally I think the next logical step after learning to orbit is to extend that orbit so that it goes out as far as the Mun or Minmus. Once you do that, learning to establish an orbit around either of those followed by a landing is both a worthy achievement and self satisfying moment. -
help..........need help on the game
Scarecrow88 replied to rexbmo's topic in KSP1 Gameplay Questions and Tutorials
Have you checked out any of the videos and tutorials in the Tutorials section? http://forum.kerbalspaceprogram.com/showthread.php/28352-The-Drawing-Board-A-library-of-tutorials-and-other-useful-information -
Nice idea, but needs polishing a little. Quite a few spelling mistakes in there, and the diagram at the top trying to show prograde and retrograde with the rocket might have people mistakenly believing that prograde is the direction the rocket is facing rather than the direction it is travelling. If you are going to include semi-major axis and orbit normal, perhaps you should also include semi-minor axis and anti-normal. Maybe you could include a manoeuvre node with labels on each of the handles, which would also allow you to include radial and anti-radial. Overall it's a good effort and I'm sure it will help some people.
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I put a manned lander on Laythe for the first time, and I'm still sitting here at silly o'clock in the morning because I wanted to make sure I got them back to Kerbin safely.
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There is a mod called Protractor that you can download that will show you all the angles to the various planets from which you can work out your launch window. I attached one to a small buggy that I leave parked outside the VHB so I can see at all times when a launch window is coming up. You can download it from the Space Port. Protractor for KSP The advantage of this is that it's available in game.