Sirrobert
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Everything posted by Sirrobert
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Granted. After eating the sandwich you get arrested and need to take a drugtest. Because of the seeds you test positive for cocain, and spend the next 5 years in jail. I wish for a beer
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Yes I tryd the control package. It makes you fight for controls though, so I still managed to fly horrible
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About the orbiting thing: Practice with the stock rocket 'Kerbal-X' it can get into orbit with fuel to spare, a really good practice craft. If you can't get into orbit with that either, than you are probably thrusting straight up till you run out of fuel. That's not going to get you in orbit no mather how much fuel you burn. If so, check this tuturail:
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I haven't really put THAT much effort into it, but I highly doubt it. Mostly because I stink at flying planes. Or building them for that matter. I might try in .21, when they give us that awesome new SAS system
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SAS works this way yes, because it simply gives torque. Unles I'm mistaken, it matters where you apply the torque. for ASAS it doesn't matter though, since it's simply a computer controling your control surfaces
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Good subassembly Loader/payloader plugin
Sirrobert replied to Yuming's topic in KSP1 Gameplay Questions and Tutorials
http://forum.kerbalspaceprogram.com/showthread.php/30696-0-20-Subassembly-Loader-0-20-Compatibility-Patch It's really not that hard to find -
Snap-to .. aligning parts
Sirrobert replied to Spock_Kerbin's topic in KSP1 Gameplay Questions and Tutorials
He means that you can't attech a NEW part to your craft and have it attech to 2 different points at the same time. You can easely attach as much stuf on your existing tank as you want, 1 at a time @rryy I meant is there any way to make (for examples) pannels connect to 2 different pannels, making a (for example) 4x4 pannel out of 2x2 pannels and have all the bordering points connect. But gues not than -
If I may add a small suggestion: SAS (instead of ASAS) leaves your RCS alone while still holding the ship steady. I find this vastly superior to ASAS during the final docking, as it means you can keep SAS on during RCS thrusts. While you might still want ASAS for the initial accent, you could put a normal SAS in the stage you want to dock, and put an ASAS in the stage below that. This means you'll have ASAS to take control of the winglets and stuf during accent, but won't have it annoy the crap out of you during docking
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Single stage, Leo to mun and back.
Sirrobert replied to zeedesertfox's topic in KSP1 Gameplay Questions and Tutorials
You'd think so, but it actually doesn't. Scott Manley uses this design alot. Check 2:27 for a good view of the craft. My own design doesn't even have the struts between the radial tank and the middle one, and it's still perfectly fine -
Orbital alignment for dummies?
Sirrobert replied to Skorpychan's topic in KSP1 Gameplay Questions and Tutorials
Au contraire monsieur. I learned how to dock and rendevous with Mechjeb. First full autopilot (cause there was no way in hell I was going to get 2 pieces close by myself, let alone dock). After a few times I started toggeling docking autopilot on and off to save RCS (no use making microadjustments when you are heading towards the port. Again later (and watching Scott Manley) I figured out how to use smart ASS, build myself an RCS tug and started practicing with moving the tug around to different dockingports on my station. Now, I can even dock RCS inballanced crafts thanks to smart ASS, dockingcam and my own smarts. Same thing with rendevous. Used to do full autopilot, now the planner to make perfect manouvernotes (I'm lazy), and than do the rest myself. Though I let the manouver-autopilot handle the inclenation adjustment. It's alot better at making those tiny 4m/s deltaV adjustments needed. O and i use the rendevous autopilot to guide my crafts the finall 2 km to my main space station. The reason for this is simple, I don't trust my laptop to respond fast enough to my own commands with 500 parts on screen. Mechjeb is a wealth of tools, for every kerbalnaut of every level of skill -
These buildings are indestructable
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Node Symbols? What are they?
Sirrobert replied to Krahazik's topic in KSP1 Gameplay Questions and Tutorials
Step1: Move Symbol 1 Step2: Document what happends Step3: Move Symbol 2 Step4: Document what happends Step5: Repeat for all symbols Step6: Draw logical conclusion -
Snap-to .. aligning parts
Sirrobert replied to Spock_Kerbin's topic in KSP1 Gameplay Questions and Tutorials
Is there a way to make parts connect to multiple points at the same time? -
On the RCS: If you need to dock modules tougether (for example to build a bigger space station. You can't launch such a thing in 1 go), you can use RCS thrusters for tiny movements. The difference is that normal engines only go 1 way (up), while with HNIJKL you can translate in all 6 axes, really usefull for when you need to get ports alligned EXACTLY right (which you need, if you want them to dock). At the same time, WASD can pitch and yawn. And install Mechjeb mod. It will save you alot of frustration with smart ASS and translatron (translatron can hold vertical speed for example, allowing you to hover over the surface while you move, not having to worry about your altitude)
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How to stop lag (multiple probes)
Sirrobert replied to chemieglennie's topic in KSP1 Gameplay Questions and Tutorials
How many parts is the ship? -
Single stage, Leo to mun and back.
Sirrobert replied to zeedesertfox's topic in KSP1 Gameplay Questions and Tutorials
That's one of the stupidest reasons you can think of. You can't make a new one because you already have something? It's easy to set up a new simple station around the mun. For a tug to ferry the parts from station to Mun, put 2 tanks with atomic motors radially around 1 big tank. Put a docking port under the tank, and hang the parts you want to ship around on that docking port. Make a little train -
Three questions for you!
Sirrobert replied to thescientist's topic in KSP1 Gameplay Questions and Tutorials
That should not be possible, I can easely go to 0.0 difference by hand. Make sure you are not burning at 100% if the differnce is that close, or you will blow right past it. Also make sure you burn on the accending/deccending node. Can't think of anything other than that, just slow and steady -
Orbital alignment for dummies?
Sirrobert replied to Skorpychan's topic in KSP1 Gameplay Questions and Tutorials
Adjust what? Open a node, and you have 6 axis you can drag. Drag the purple one for inclination. Eyeball it to rhoughly the same, and keep during the burn keep your mouse over the accending/deccending node. You can see in real time the exact number. Burn at a low thrust, until the number reaches as close to 0 as you can (ÃÂt's quite easy to overshoot). Alternativly, use mechjeb -
How do you transfer electricity?
Sirrobert replied to Confuzion's topic in KSP1 Gameplay Questions and Tutorials
I'd suggest putting a few smal solar pannels on your rovers though. Don't make them 100% dependant on reaching the recharge station in time, or there WILL come a time when you fail to notice in time and they die. Wouldn't need to be enough pannels to permanently charge the wheels, but just put on 1 or 2 of the cheap ones, and they will recharge the batterys when you are standing still. This way you can drive around, stop and do some stuf, and at the same time your batterys get refilled -
My RSC space station tug is 2 RSC tanks with 8 RSC thrusters on it. Perfect for pushing big things around, but if I'd try to manouver the small thing alone (with RSC) while keeping it steady with SAS, it'd be impossible with ASAS (kicking it all over the place in trying to keep it steady). With normal SAS though it's pritty easy
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No, he's saying that once in space, turn your station so that the docking port points to an exact point on the Navball. Doesn't really matter what point, long as it's easy to find. To do this, control from the docking port, and point it so that you are pointing to that point on the Navball (most people pick North/south axis). Now when you come in to dock with another craft, control from the docking port you want to dock with, and point to the opposit of whatever you pointed the station at (so if you picked North, point South). This way you know they are alligned correctly, rather than having to guess if they are or not. Alternatively, use Mechjeb's smart ASS. It has an option to allign exactly right, nomather how the station is orientated. Might be easier with stations that are more dificult to turn
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Thank you. I haven't laughed so hard in quite awhile
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Granted. It corrupts every spell you do with it. I wish to be able to kill mosquitos with my thoughts