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Sirrobert

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Everything posted by Sirrobert

  1. When you reach the point that every tiny adjustment sends of your encounter to much, just wait until you traveled half the distance, than adjust it further. Less responsive that way, but still cheap. So easier to get it right
  2. BINGO I found it with those clues. It was on the 2nd page of this thread http://forum.kerbalspaceprogram.com/threads/35758-Lowest-Orbit-You-Have-Ever-Seen-Or-Gotten-To/page2 Here's the video: Enjoy people (I actually only found it when I typoed Mimnus. If you enter Minmus correctly, it didn't find that thread.)
  3. You start with rockets cause rockets are simpler than planes. That's the only reason. It's a nice lore explanation though
  4. I always build my rockets in parts and dock them in orbit. Makes it much easier
  5. As a final note: Don't try to change inclination at 90km orbit. That'll take aLOT of fuel. Instead burn out towards minmus first, and change inclination while you are on route. Much cheaper
  6. I find that hard to believe. If you can get into LKO, you can get into HKO. Hell, you don't even need to get into orbit to get to HKO, just burn straigth up until your apoaps is above 250km (or I think the limit is even lower). Here's you you get from LKO to HKO and than back to the ground: In orbit, point prograde. Burn until apoaps is high enough. At apoaps. point retrograde. Burn until orbit intersects with atmosphere. Extra cost in deltaV: about 100m/s. Compared to the 4500m/s it takes to get to LKO, I would not exactly call that significant PS: So that spectroscope is suposed to do what exactly? We already have something that analizes atmosphere, and we already have soil sample to analize the surface. And we are going to have the lab to analize science before you transmit it
  7. MMO's don't have victory, but you sure as hell can fail at them
  8. I seen that yes, no clue what it was named though. Or who made it. Sorry
  9. 1: You don't have to visit the Biomes at all. You can easely get to High Kerbin Orbit after low, and than a Mun flyby, than a low Mun flyby, than a landing. Or if you are not ready for a landing yet, flyby Minmis first. Point is, it's not grindy unless you make it grindy 2: That's coming next patch. No longer being able to get full science out of transmitting, and limited experiments per part
  10. I believe that simply means they will deploy as soon as they get caught in an atmosphere
  11. Sounds like you moved the .exe file out of the origin map and to another one? Try leaving the .exe in the map and making a copy to desktop instead, maybe that works? Just taking shots in the dark here, I have no idea if that would work
  12. Sure it would, but it should be gameplay first, accuracy later (way later). As it is now, you start with a few parts, and expand into more parts. You can't build a plane with 3 parts. You can build a rocket with 3 parts
  13. Luna and Sol are old names right? Atleast I remember that Luna was the goddes of the moon. And you always see Sol in Sci Fi storys, when humans talk about theyr own star. It would get kinda weird if you talk about all stars as suns, and than name your own star The Sun. Better give it a name
  14. No, this is a GAME. Not a simulation. So it's not historicly accurate. Planes come after rockets, because planes are more complex than rockets. Also, the devs don't want to add autopilot to the game. Letting the computer fly is autopilot. And how the hell is it suposed to calculate 'accurate' anyway? The chance of getting the entire flight correctly? And what if you designed it wrong, but the pilot is awesome? He's still going to crash
  15. I agree on the radial decoupler things, that's just silly. But I'm not sure what you mean with the visibility. Could you put some screenshots explaining that?
  16. I always thought Mun is the name Squad gave it, and some people adopted the variation Mün, which makes it sound exactly like moon
  17. You could try to make a cage with girders, but it'd have to be pritty tight for such a small part. Also, as soon as you timewarp it'll just drift right out again cause lack of physics, so I hope it's a small burn to deorbit once you capture it
  18. On the warp thing, you also can't use timewarp. That turns of the physics, and than the stranded craft will float right out of the cage. Though at a 250km orbit, it wouldn't only take a small nudge to get it back into atmosphere, and thus to crash (or land, if you have chutes). It's still easier to just send up an empty seat, put Jeb in the seat, land the seat, and leave the debris though
  19. It's labled debris if you decouple it. You can still find the debris by right clicking the debris icon in the tracking station (left top of the map). They are switched off by default. In the tracking station you can already recover everything that's landed on Kerbin, even single parts that survived a crash Note that any craft in the atmosphere that gets more than 2,5km away from the craft you design no longer stimulates grapics and gets put on rails. Items on rails are deleted if they drop below 21km hight in an atmosphere. So if the science module opens chutes much earlier than the capsule and they float to much apart, you'll lose the science module On that note, why can't you just land it normally? That's what everyone else does
  20. If you really want to do it with that 1 engine, you are going to have to do it in multiple orbits. A low periaps to use the orberth effect, and than just burn at periaps until you are to high, orbit around the planet again, burn again, until you reach escape velocity. Or just land and get something with real engines, cause you are going to have the same problem trying to slow down.
  21. No, it's simply that the VAB skybox doesn't take day/night into concideration
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