Jump to content

Sirrobert

Members
  • Posts

    2,630
  • Joined

  • Last visited

Everything posted by Sirrobert

  1. That is completly, utterly USELESS information for someone with this question. Higher mass means you need to burn longer to get the same acceleration. Thus burn times are not the same. Anyway: All you need to land on the Mun is a pod (duh), a parachute to get back home. Some fuel, a LV909 engine below, and some landing legs. Everything else is bonus. Since you lack ways to recharge your batterys, make sure you don't use them to much. Don't transmit data. And keep your manouvering limited. Each move you make with torque costs power. With a few batterys you should have more than enough to make it to and back from the mun though
  2. I asume the ships hanging on the side are your tugs. I also asume the radial tanks are RCS tanks. Do the tanks still have monopropellent? Right click them to find out Sounds stupid, but it's quite an easy mistake to make. Also, could you give us a close up of your tugs? Might help To transfer fuel: Right click 1 tank, hold alt and right click another tank. Now you have both open, and some buttons apear below each fuel indication to transfer. Should speak for itself from that point
  3. Rovers take a very long time to get anywhere. If you want to hop from biome to biome, you'll need to do just that. Hop with your lander. Pick direction, burn at 45 degrees up and watch in map view. Once the landing site is where you roughly want it, cut thrust. Now all you have to do is make sure you survive the landing
  4. Maybe we could have some random systems somewhere down the line. As in, when the game is reaching completion. Not a priority now though.
  5. First learn how to fly a 3 part rocket before you get to play with other things
  6. That explains everything. Why we start with but an engine, why we use parts found at the side of the road. Hell, some parts are from "Jebediah Kerman's scrapyard." He's just a guy owning a scrapyard that loves explosions. So he took some parts out of his backyard, and boom, KSP
  7. You didn't transmit data after saving the results? Transmitting clears the science and transmits it, instead of being ready for recovery
  8. High physics warp makes the physics engine do very weird things. For example a tiny movement gets amplified to extremes, which can cause your ship to break
  9. Have you ever taken a game and added such a menu? If no, than you have no god damn clue how long such a thing would take. Also, this is not a polished game. It's early acces Hmm, good to know. I see the Space Center overview as a menu. If you ask me, the time should be paused when in a menu
  10. Yup, that's exactly how it is. Don't come here whining about realism, this is a GAME. Realism only exists for asfar as it needs to, and no further than that
  11. Burn your rockets retrograde (so the rocket pointing down, in this situation) to keep the speed below 70m/s (rhoughly). That should prevent the chutes ripping off the rest of the rocket. For the future: Spread out your parachutes on everything you want to keep alive, and put a decoupler below that point. Ditch the heavy engine and fuel during decent. Less weight means safer decent. And you don't need them anyway
  12. O that might be it to. I can't remember the key exactly, press it automaticly. PS: If you are on steam, F1 still works
  13. Performance drops on stations because they have so many parts. Each part adds to the physics load on the CPU.
  14. Time does not pass when you are in space center (as far as I know), so time warp isn't an option either than. I don't see how exit to menu is a priority. I also doubt it's simple
  15. Never take info from wiki as a fact. NEVER
  16. Quick tip: Get the mod 'Mining Flames'. Makes the tedius repetetive mining alot faster
  17. Actually I'm pritty sure almost everyone here thought shooting a rocket straight up would end him up in orbit when they first try it
  18. Fun fact: The bigger a team devoloping anything is, the harder it is to get anything done. The more people there are, the more difficult communications become
  19. For the Mun I don't care so much about it, but when I design landers for other planets, I always go for a seperate lander/command module. This to make sure the lander doesn't have to carry the fuel needed to return back up from the surface
  20. Sounds like you let Mechjeb handle the landing. So that's where your problem is then. Land manually
×
×
  • Create New...