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KevinW42

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Everything posted by KevinW42

  1. I just made my first SSTO today. I wasn't able to land though. I lost control during reentry and crashed.
  2. I dunno, 70-30 ish? I could be way off though. Now that I think back, I did have one instance where a lander tipped over that probably should have required a rescue misson, but instead Jeb tried ramping his rocket off of a hill to get it off the ground. It didn't go so well.
  3. I don't think I've gotten a kerbal stranded yet. They all either come home safely or become a new crater.
  4. I finished my new space station. I'm really loving the new large docking port for things like this. Much less wobble. I also built my first SSTO spaceplane. It kinda tumbled on reentry and ended up crashing though.
  5. In my current save, I just have a space station and two flags.
  6. Launch went fine for the first few seconds, but then things started exploding for no reason. If only I had taken a picture in between these two. There was a really cool double-spiral going on, but half of it disappeared at the exact moment I took the second screenshot.
  7. I actually thought that I had reached a major milestone the first time I made a rocket that blew up immediately upon pressing space.
  8. I'm pretty sure I got it in my first launch that didn't blow up. Of course it was actually a solar orbit; Kerbin orbit didn't come until a couple days later since I had made it my mission in the beginning to crash into the sun. Having played Orbiter beforehand probably helped, even though my first launches were straight up directly to escape velocity, despite knowing that this was the wrong way to do things.
  9. I normally use fullscreen, but if I need to do other things while playing, I just temporarily switch to windowed.
  10. This video explains: You can set the fuze delay on the screen where you choose your plane and loadout. -edit- Ninja'd
  11. Have any of you guys tried skip bombing? I just recently learned how to do it. So far I've only tried it in combat once, and I ended up skipping the bombs right over the boat, but I think with some practice, it could be a really fun way of taking out ships.
  12. At least it's better than the 16 fps I usually get. If your engine goes out and you're lucky, you might be able to glide in to the airstrip for repairs. Otherwise, you're pretty much doomed, but you can still get bonus points for making a soft landing, even if it's just in the middle of a field.
  13. Keep in mind that ramming usually just counts as a crash for both parties rather than as a kill. In fact, someone rammed me from behind earlier today and it actually ended up counting as a kill for me (probably because my rear gunner had nicked him beforehand).
  14. Use lower graphical settings. That always happens to me when I dip down below around 15 fps.
  15. I usually try to drop it on a suborbital trajectory or put on a probe core so I can deorbit it. When I do leave debris, I just try to make sure it's not on the same orbit as my space station so I don't have to spend 15 minutes trying to set it as a target.
  16. Yeah, that seems like the appropriate reaction to me.
  17. If you overshoot, the node marker automatically moves to the other side. It's not static, that's why it usually goes crazy near the end of a burn.
  18. Not true. Monopropellant doesn't act like normal fuel. Monoprop tanks placed anywhere on the ship can feed RCS blocks placed anywhere else on the ship.
  19. Would a multi-part ship include something that launches all in one piece but has a separate lander and command module a la the Apollo missions?
  20. Right now he's at KSC training as the commander of my prime crew for my third attempt to land on Vall.
  21. Whenever I fly bombers I usually hang out at around 4,000m. AAA isn't much of an issue up there and fighters are usually too distracted dogfighting near ground level to climb that high and follow you.
  22. SAS doesn't provide torque, only command pods do. All SAS does is slow down your rotation while activated with T or F.
  23. Exactly, but entering time warp while rotating allows you to change your orbit without expending fuel.
  24. When entering time warp, the trajectory you follow is calculated based on the velocity of your active command pod, rather than your center of mass.
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