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Sᴄɪɴᴛɪʟʟᴀᴛᴏʀ

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Everything posted by Sᴄɪɴᴛɪʟʟᴀᴛᴏʀ

  1. Yes but you weren't a pro when you started playing.
  2. Some people want to do more in this game than just land and plant a flag. The stock game has no resource system, no robotic parts, no sub-assembly loader or equivalent, no detailed orbital information, a weak selection of aircraft parts and a bad aerodynamics model. Mods can add a lot of possibilities and give the game a huge replayability factor and purpose. They don't all just give more powerful engines but if people want that its their choice, I personally prefer my rockets to look like actual rockets not some orange tank pyramid that wouldn't make it off the ground IRL.
  3. Romfarer's robotic arms pack increases the rendering range greatly (to something like 70 km) so that will stop things despawning on you during re-entry.
  4. All astronauts get a full body check up before going on a mission. NASA take that stuff very seriously so it would be extremely unlikely for someone to end up on any mission with an terminal illness. If it did happen then you would just have to carry on and hope you pull through.
  5. If I really want to do something that the stock game doesn't allow I'll try and find a mod for it, you'd be surprised how many dead ends you can get past using mods. Some people like to stay stock which is perfectly fine also.
  6. I presume the same way as any other 0.20+ mod Step one is download and unzip the mod file. Step two is to open the folders until you get to GameData. The folder directly inside this (usually the name of the mod or mod author's name) is what you want to drag into the GameData folder in the KSP directory. Step three is put the ships from the mod folder (if there are any) into the Ships folder on the first list of folders in the KSP directory. Hope this helps.
  7. I know but "what if?"! The question is permanently engraved in my head when I'm building anything in any game.
  8. If that fails double or triple up on the connection. In the current stock version of KSP with the bad aerodynamics model wide rockets have a big advantage over tall rockets since they can spread the load more effectively with no negative drag effects.
  9. If you look at the flight data it will tell you which parts are failing, find them and strut them.
  10. Thrust is the total force exerted by the engine when activated. ISP is how efficiently it burns its fuel.
  11. I tend to become obsessed with way over-designing my payloads in an attempt to account for any possible scenario. My typical thought-process in the VAB The result being crafts that where conceived simple and efficient but end up with every free space crammed with misc parts from all my installed mods. I just use sub-assembly for the launchers so no problems in that department. Although some are stupidly inefficient and over-the-top, one being a 22,600 kN monster using four of BobCat's Ares 1 boosters and a Griffon from KW rocketry which I use when I need to move chunks of space station to other planets.
  12. I'm bringing another fuel tank to my Moho space station, also planing on developing a drop pod system of sorts to quickly get to the surface outpost.
  13. You could design a rescue craft using inverted landing legs as a claw to grab the capsule and return it to Kerbin.
  14. One of your engines is probably flaming out, try binding them to action groups to quickly shut them off.
  15. Its possible to take off from Eve and return to Kerbin so you should add it to the list of targets. Although difficult your 'competition' allows multiple ships so its not as challenging as you'd think, you should go for it.
  16. If you're using mechjeb 2 then it can create and execute maneuver nodes for transfer burns to other planets. Make sure your rocket has enough delta-v though by comparing the minimum delta-v needed for the transfer to what you actually have. Mechjeb will tell you your total delta-v in the VAB and this map will help you see what you need. Some mods that improve gameplay (for me anyway) are Kethane, Chatterer, KSP X, Ferram aerospace, B9 aerospace, KW Rocketry, Kerbal attachment system, H.O.M.E, Quantum struts, Quantum fuel transfer and many others which have yet to be updated for KSP 0.20.2. Welcome to the forums!
  17. 1. That depends on the type of help you want. Mechjeb can give you information about practically everything and can even fly your ship for you if you want. If you are just struggling to find out what all the parts are for you should start by visiting the KSP wiki, you'll find all the information you need there. 2. Once again, that depends on the planet. If it has an atmosphere (Duna, Eve, Laythe) then you can use parachutes to help you land. If you want to move around after you land you should build a rover to land with your ship. There is honestly too much to say for such a general question though, this is something you need to look at yourself either through practice or by watching lets plays and tutorials on youtube. has a few good tutorials for beginners.
  18. You know you've messed up when you see one of your SRB's fly past your command module.
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