SRV Ron
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Everything posted by SRV Ron
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Experiment with all SRB Nova Punch using their huge 2.5 meter SRB. Extreme acceleration near burnout on both boosters. Launch; Extreme acceleration; Compression failure; A set of braces from the adapter cone to the second stage SRV fixed the problem. The acceleration reached 14 G at burnout. The probe, launched in the afternoon, is orbiting between Eve and Moho.
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Some good all purpose boosters; From Career Mode; A shorter range probe launcher; Sandbox designs, Stock; With LV-N payload stage using drop tanks; Successful Mods from Nova Punch; interplanetary Probe launcher; Experimental heavy lifter; Successful universal probes. Early design; Later design; Career Mode design;
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Simple Mun flyby, note conservation of fuel and power. Return; And, the craft that did the mission; Later, I unlocked enough science to send probe landers; This one is on Eve; Plenty of help on the forum with tutorials and videos.Just a matter of going one step at a time and perfecting your skills.
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That issue will no longer exist once the forum software determines that you are not a spam bot. (About 5 posts) Welcome aboard.
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Ike can give you big changes if you can catch it at the right spot at the right time.
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Collecting Science in Sanbox mode
SRV Ron replied to Gnaar_Mok's topic in KSP1 Gameplay Questions and Tutorials
Some of the updated mods, such as Nova Punch, will integrate into the tech tree in Career Mode. Check for updates on your favorite ones. You can, of course, conduct your own research in Sandbox just like you can conduct a career type prior to career Mode. -
The delta v for RCS will, like any ship, depend on how much mass is being moved. For very small probes, RCS can be used for maneuvering burns and landings. On big ships, it can still be used for fine tuning orbital corrections. In a pinch, the RCS can deorbit a ship that is out of fuel. Lander using RCS fuel only. RCS used to circularize a Mun orbit with a huge payload. Edit, fixed photo. Build one and see what it can or can't do.
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You ended up with two intercepts and a direct aerobraking to Kerbal all in one maneuver.
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Flares or random meteors that damage ships or probes? Those events are so rare in real life as to be unnecessary to incorporate in the game. Now, one could use the flares as a hazard if a ship or probe is deliberately sent to a close orbit of the sun, say halfway between Moho and the sun. Solar winds would be something that could be set up as a mod with a solar sailing craft. While providing propulsion for free, it should be in the form of 1/10 the push of an ion drive with the sail allowing for speeding up or slowing down in relation to the solar orbit. One would be able to use solar assist to visit outer planets and return. Such missions, however, should take several years to acomplish.
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Career mode Mission Description
SRV Ron replied to pat8996's topic in KSP1 Gameplay Questions and Tutorials
Start with the limited parts and build something to go suborbital. Right click on the capsule and get a crew report. Warning, if you send the report, it will use up most of your power. If you run out, you lose control and cannot deploy the chute for landing. Do an EVA at apogee and get an observation. Land, EVA, and get a sample. Then recover the capsule for science points and go to the Science Center to unlock the next tier of parts. Next, build something using the decouplers with two stages. Try for higher suborbital, take up the Goo canisters and do science reports on them. Try for an orbit but don't run out of fuel and leave Jeb stranded. Get the next tier of parts. With the new parts and the Science Bay, build something that can reach Mun or Minmus and return. Get a bunch of science points by observing those locations and doing experiments with the Goo and Science Bay. Return them to Kerbal for more science points. Get the Stayputnik probe, get batteries, get the solar panels. Build something to land on Mun and Minmus for even more science points. Build a bigger design, go for Duna and Eve. Get even more science points. Head for Jool and its moons as well. Now, get brave and build a lander that can return from Mun and Minmus with Jeb carrying samples. Net lots of science points. Soon, you are well on your way to exploring the entire Kerbal system. -
Three ways to run out of power; 1. transmitting when you have no solar cells, 2. Leaving SAS turned on while time accelerating. 3. Launching probes with no solar panels as they always use power.
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will escaping kerbol crash the game?
SRV Ron replied to deepspacecreeper's topic in KSP1 Gameplay Questions and Tutorials
I didn't, It happened when the probe was destroyed when I switched to control mode while outside the range of the Kerbal Solar System. The correct speed is in the view from Mission Control. -
[1.0.2] NovaPunch 2.09. - May 6th - 1.0 Compatibility Update
SRV Ron replied to Tiberion's topic in KSP1 Mod Releases
The newly updated Nova Punch mods have been upgraded with several new engine types including some compact Nuclear powered ones. The mods will also integrate in a logical manner into career Mode. Now, for those already into Career Mode, no problem. The parts will not be available for use until you do the science research on them. For new careers, they will be imminently available on the parts tree in a logical order. If you don't want to use them, as they will give you quite an advantage right away, you can always make them unavailable by moving the mod folder out of the KSP game folder. Here are some screen shots of what is possible. Nova Punch One in the first flight of Career Mode Nova Punch Two in the first unlocked tier of Career Mode. Note, this can achieve low 70K orbit but may leave Jeb stranded if you are not careful. Some new designs, a SSTO launch vehicle with the new mini four engine. It was SSTO; And, a NERVA powered interplanetary design with a near SSTO first stage. (Brace well.) A very small burn from the NERVA completed the 100k orbit. Note, if you update with the 0.22 release of Nova Punch, expect some older designs to not load or work properly. -
Have installed the updated NovaPunch Mods which automatically integrate into Career Mode and give you an unfair advantage over those not using the mod. However, they will not be accessible in careers started before installing them. And, if you don't want to use those parts and don't know which are what, it is easy to just temporary move the folder out of the program.
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Career Mode teaches you to find ways to get max science returned to Kerbal as well as how to conserve resources. Go slow. Find what works and what doesn't. The same reasoning works in Sandbox as well.
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Like to blow stuff up? Download Space Engineer. http://www.spaceengineersgame.com/ Otherwise, there are numerous alien type games out there. The latest Aliens VS Predator comes to mind. http://images.search.yahoo.com/search/images?_adv_prop=image&fr=moz35&va=aliens+vs+predator+3 Have a spare $120? Buy and play this on your gaming computer; http://www.callofduty.com/ghosts/features/sp KSP is simply a simulator for learning space exploration in a entertaining way. It fills a need for a sim that is not there in other space related sims or games. Most of its users and all of the programmers would like it to stay that way.
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[Help me] Minimum Altitude to orbit around the Mun
SRV Ron replied to DavidF's topic in KSP1 Gameplay Questions and Tutorials
There won't be any pull as there is no atmosphere to slow down you orbital speed. Get below 5k and there is the risk of running into a mountain peak. -
Probes dissapearing in a mass radius
SRV Ron replied to Lolkillalevi's topic in KSP1 Gameplay Questions and Tutorials
It is obvious the launch was nearly straight up. Given the height of that sub orbit, the design should have enough delta V to achieve orbit. Save the use of Mechjeb for building space stations where you need to launch dozens of rockets to the same spot in space. Learn to perform the orbital turn and achieve something approaching a 100K orbit. Turn the SAS on for stability, over ride it with short taps of the WSAD keys as needed to do the turn, and use the Nav Ball to see exactly what your rocket is doing when either in camera view or map mode. -
deactivate control surfaces?
SRV Ron replied to Umlüx's topic in KSP1 Gameplay Questions and Tutorials
See if there is a way to disable them using the action keys. -
I had that problem last night with a Duna probe that entered Duna's SOI while I was placing another into orbit. SAS and thrusters would not budge it. The fix, go back to the tracking station, then back to the probe. It is now in orbit around Duna. Like having one of my thrusters fly off for no reason when switching from the tracking station to controlling the flight, it is one of those random program glitches.
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Basic Rocketry Science Challenge
SRV Ron replied to Oxytropis's topic in KSP1 Challenges & Mission ideas
I may have to redo Career Mode and take this challenge with the following designs; (The antennas can come off. They are only good for one report during launch anyways.) Tier one; Tier two Warning, SRB booster ring will blow off from overheating. More complex In sub orbit; Question? How many flights allowed? Kerbal has many biome for landing sub orbitals on for lots of science data. -
So close!! (Docking)
SRV Ron replied to ChrisMayhew's topic in KSP1 Gameplay Questions and Tutorials
Good Job. The more you do this, the better at it you will get. -
will escaping kerbol crash the game?
SRV Ron replied to deepspacecreeper's topic in KSP1 Gameplay Questions and Tutorials
If you check the mass from Mission control and then the mass from Map Mode, it is obvious that the probe has self destruct leaving only the probe battery as a resource. The Material Bay, thruster pack, solar panels, etc... are now missing. About a billion meters appears to be the point where the physics of the game fail. That is when I last accessed the probe to transmit data. Notice the probe's speed has gone crazy.