Sirrobert
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Everything posted by Sirrobert
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I already know the game
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How Can Dres Be Intercepted?
Sirrobert replied to Duxwing's topic in KSP1 Gameplay Questions and Tutorials
2000km isn't actually that far How is your accending/decending node? If that's a to high number, you'll be under/above the planet when you reach it Other than that, just open a manouver node and try to fiddle around with all the directions to see if you can get it closer. Also: If you find that each change you make has to much effect (so you can't be accurate), try again closer to the planet. The closer you are to the target, the more expencive manouvers become. But that also means that they are more precise. -
There is a VERY BIG difference between 'documentation' quickly explaining what a part does, and a full on guide. And yes, a full guide WILL take time A prime example is going on right now. We are getting now tuturials in the next update. Alot of the old tuturials are made useless by the recent changes. If they have to update the tuturials with each new thing they added to the game, squad would have to spend more time making tuturials (and thowing them away again later), than updating the game itself And don't even try suggesting a written manual. This is a game. Games are explained in tuturials, not in a book Damn that looks good. Are you working on that or did you find it somewhere? Small note: Now that we have Kerbin time, you could change the Launch window callander to Kerbin years. Since those are the default
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I always hear this whenever I watch one of Wackjob's creations
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It's usually the same for me. Personally, it's because almost all of my designs follow the same basic principles. I have developed a set method for how I design things. I design everything from scratch, but because I always do the same thing (in different sizes offcourse, depending on payload and mission offcourse) For example, in my current save I slapped tougether a Mun Lander (with mechjeb deltaV stats offcourse) without really paying attention to the deltaV of the lifter. I just wanted the total to have enough. Well, it turned out that the lifter stage has EXACTLY enough deltaV to get the payload into orbit. Infact, it runs out JUST before circulation, so each piece of debris I ditch has a periaps in atmosphere. But only just, so my lander/transfer (no apollo, so all in one) is completely full when it gets to orbit. That said, when I DO try to go out of my comfort zone, I'll spend hours trying to get a concept to work. Than I ditch it in frustration, start over again, and end up with basicly the same design. For example I recently began my first asteroid capture design. Wanting the engines to be backwards, I couldn't use them to finish circulation, so I had to put the entire 60 ton thing into orbit. It took me hours of trying to design a super heavy lifter (not something I'm used to. My designs always go up modular, in small parts), before I realized I could just drain the tanks and lift it empty. 16 tons was alot easier to put in orbit
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Saturn's moon, Methone - potentially artificial?
Sirrobert replied to NERVAfan's topic in Science & Spaceflight
Also it's methane, not ethane. Aperently it tastes like strawberries though -
I think I understand your point, even though I don't agree with it. Most of your problems can be fixed with mods, which is the beaty of mods. With the tree loader mod you can customize your own tech tree (or use someone else's custom one), so you could change the tree around to what you deem apropriate. In the whole science thing though, a simple lander is much simpler than an apollo style lander. So to me personally, it'd make alot more sense to do a normal lander first. Adding to that is the fact that, for Minmus and Mun, you really don't need apollo style. It is however very usefull for the outer planets, where you need big ships with lots of fuel to get back home. So detatching a lander to land alone (and come back up) would save significantly on the deltaV budget. That's why, to me (and I asume alot of people) this isn't such a problem. You don't really need apolly style landers until you go to other planets. On the lab thing: You don't actually need the lab. You could also just bring multiple science modules with you. Until you need more than 5 sets, it's lighter (I think)
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Massive ground based centrifuge.
Sirrobert replied to Comrade Jenkens's topic in Science & Spaceflight
I doubt we'd need a really big one. For the same reason that sleeping 8 hours a day doesn't cause problems, if they'd push gravity a few hours a week (maybe a smaller centrifuge) I'm pritty sure off one thing: Colonist that live on Mars for a long time will have significant problems adepting back to life on Earth, even if they might have no problems with life on Mars -
Make sure you have your navball set to Surface mode when landing (click on the speed to switch it between modes)
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Easier Multi-port docking
Sirrobert replied to r4pt0r's topic in KSP1 Suggestions & Development Discussion
The problem is that when one is connected in such a rotation that the other one isn't perfectly alligned, it can't dock without bending the ship. I agree there needs to be an easier way to do this though -
Yes, click on the door If you are going to document the way this game works, you can throw away the ENTIRE documentation every few updates. Any documentation about science from before the Mobile Lab would have been useless after it was introduced. And when they introduce money, it'll be completely different again. This is an alpha game. It's not complete yet. Don't expect it to be
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Saturn's moon, Methone - potentially artificial?
Sirrobert replied to NERVAfan's topic in Science & Spaceflight
Meh, if a Gigantic cloud of Alcohol can be natural, than I doubt a smooth surface is that weird. -
How to get beyond Mun and Minmus
Sirrobert replied to CrayzCrinkle's topic in KSP1 Gameplay Questions and Tutorials
YOU WILL NEVER GET A STRAIGHT LINE You are moving in orbit, not in straight lines. Go watch some Scott Manley tuturials, he'll explain it -
How much fuel did a saturn V burn before it lifted off.
Sirrobert replied to Brethern's topic in Science & Spaceflight
Well if you messure in distance per vollume, and it moves no distance, than by that logic it'd use no vollume. In other words, whatever it is you read, it's pritty stupid (not even counting the fact that they use imperial units for rocket science) And offcourse what the rest already said -
How to get beyond Mun and Minmus
Sirrobert replied to CrayzCrinkle's topic in KSP1 Gameplay Questions and Tutorials
You're wrong there. It's more efficient to be in orbit first, and than burn out to wherever you want to go. On your question, you will ALWAYS be in orbit around the sun when you want to go to another planet. From there, you transfer to the planet you want. Same way as when you'd go to the Mun from Kerbin orbit. To practice: Get in orbit around the Mun, and transfer to Minmus from there (or vice versa). If you can do that, you can do interplanetery stuf -
You know, you don't have to bring the lab back home right? Just bring an empty lab along with you to wherever you go, use the pilots to man it, and leave it (and the science stuf) behind when you go home. Lab is also very usefull in a space station around Mun/Minmus to squeeze out science, without having to send 20 landers up from Kerbin
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Did you make a space station out of asteroids yet?
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Entering into a captured orbit?
Sirrobert replied to xcorps's topic in KSP1 Gameplay Questions and Tutorials
That is due to the rounding errors. -
Strange parts placements.
Sirrobert replied to gEshAdve's topic in KSP1 Gameplay Questions and Tutorials
Yea, looks like it -
Limited Remote Control
Sirrobert replied to Daddy Cecil's topic in KSP1 Suggestions & Development Discussion
Remote Tech Mod is for you than -
Congratulations. I'm not sure what unlocks what for Mechjeb, but you can check yourself. Open the .cfg file of the Mechjeb part, and it will tell you for each function, what node unlocks it inside that file (open it with notepad or something