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Sirrobert

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Everything posted by Sirrobert

  1. So that's why they invented rockets before ladders. It's the ultimate way to reproduce
  2. They are going to nerf the science you can get by transmitting science over and over, so you'll have to bring it back if you want everything
  3. At the start of the career, do your science with sub orbital flights, eventually you'll unlock the parts that allow easy orbitting. Anyway I'd suggest a mod to calculate those numbers for you. Makes your life alot easier. There's Kerbal Engineer Redux, which is just that, and Mechjeb, with is that plus a whole lot of other things
  4. Check out the Treeloader mod http://forum.kerbalspaceprogram.com/threads/53192-0-22-TreeLoader-Custom-Career-Tech-tree-Loader-1-0 Lets you make your own tree, or use that of someone else. The offered one costs more points
  5. I think you can use the jetpack on map mode, though you can't change direction Scott Manley did it (who else) by spacewalking from Gilly to Kerbin
  6. You have more than enough power out of a few batterys when going to the Mun. Just don't transmit all the time and you'll be fine. Bring the samples home. That's the tradeoff for a good engine
  7. You can already make different modules, launch them, and assamble them in orbit by docking tougether
  8. First match orbits, don't bother with a randevous. Next, push the orbit of the resque craft out (or in. Depending on if it's infront or behind the stranded one) so the 2 crafts get closer tougether. Now make a node that intersects the 2 orbits, and drag the node around your orbit until you get a decent randevous. Once you are relativly close tougether, switch to target mode and match velocity. Now burn towards the target.
  9. Is the craft in orbit? If so, that outside force is called 'gravity'
  10. No, fuel will not flow from a central tank to one that's been attatched radial to it. You'll need a fuel line for that.
  11. You got a weird confusion. Squad is strongly against random features of any kind other than the players input
  12. It SHOULD be fraggile. It's an experiment. Land with legs if you want your things to survive
  13. I'd ditch the idea of catching the a stranded craft, and just send up a rocket with a free seat in the cockpit. Leave the craft, just EVA the stranded Kerbal the last bit and than fly home without extra weight
  14. O god, it's the deadly Dihydrogen Monoxide!
  15. Ok now how the hell do you people mix up 2 parts that are in completly different sections in tha VAB? I did laugh pritty damn hard at the storys though, so keep it up.
  16. Question: What the hell is that supposed to do?
  17. I don't think that's possible. Same with chutes, you can repack them, but can't put them back into staging again during the flight as far as I know
  18. Problem is different parts have different impact tolerance. Those things are pritty big factors when deceiding if your craft stays in 1 piece or not on touchdown. And a chute isn't a failsafe. If you land a long rocket on it's tail on a mountain at 0,5m/s it's still going to fall over and die
  19. My replys in red. Most of the confusion will be fixed eventually when we squad expands the tuturials PS: what launcher?
  20. Start with rockets. Planes and Rovers are way more complex, and thus come later
  21. I did that a couple of times, when I used the Mk2 legs for the first time. They were pointing the wrong way up. And later I used the Mk1 for the first time, and I had learned that legs point up and fold down, so I turned those around to
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