Sirrobert
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Everything posted by Sirrobert
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Double Gravity Assists
Sirrobert replied to Seeker89's topic in KSP1 Gameplay Questions and Tutorials
That's where you went wrong. If you want to fall down towards the sun, you have to leave Kerbin's SOI along it's orbit, in retrograde direction. Scott Manley explains why: -
Interplanetary transfer help
Sirrobert replied to Spyritdragon's topic in KSP1 Gameplay Questions and Tutorials
For lowering the periaps on such a distance, don't burn retrograde. Burn radial instead. You only need a couple of meters per second deltaV to make the needed changes, you're more likely to overshoot it than to run out of fuel. Infact it's so likely you'll overshoot, that you might want to wait until you traveled atleast half the distance before you make the corrections. The closer you are, the more deltaV you need for the correction, so also the more accurate you can be. So get it as close you can now, and than make further adjustments in 100 days or so -
Purpose of space bases/stations?
Sirrobert replied to KerikBalm's topic in KSP1 Gameplay Questions and Tutorials
In the next patch we are getting a lab module that you can bring science to for analizing, and after that you can transmit it back home. So you could probably put that in orbit (it's going to be very big and need lots of power) and have your lander and stuf bring the science there instead of all the way back home -
I'm pritty sure it'll never be in Vanilla. That's what you send Kerbals for
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You do, but he's inside a commandpod while you strap him to the SRB
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It's a display bug in the science part. The points you get are correct
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Greetings from a space-travelling Tadpole
Sirrobert replied to Commissioner Tadpole's topic in Welcome Aboard
Well, the same applys to the Mun. Just stronger gravity -
I'm pritty sure he landed on the Mun instead
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That sounds like a very Kerbal way of getting high tech gear
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Greetings from a space-travelling Tadpole
Sirrobert replied to Commissioner Tadpole's topic in Welcome Aboard
Best tuturial you can find: In short: Start with Minmus. Lower gravity makes it easier. When you are in low orbit around the Mun (or Minmus), burn prograde (the circle with the lines through them) until your orbital speed drops down to 0 (or very low). Now you are falling down to the surface, switch to surface mode (click on the speed meter on the navball) and make sure your prograde marker is right ontop of the navball. If you get this, you don't have any vertical velocity. If you had, your lander would fall over on touchdown. Now just maintain a a reasonable speed while you decent. Below 10m/s is a good speed to touch down with Lander legs. Make sure you land in the Sun. Look down at the ground so you can see your shadow, it helps judging how far until the ground (meter only shows avarage sea level, which isn't very usefull in the mountains) -
Gratz on your first docking. One of the hardest things I can think of in KSP
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I created a strange situation
Sirrobert replied to Galileo Kerbonaut's topic in KSP1 Gameplay Questions and Tutorials
For in the future: Try using the engine to slow down your fall just before the chute is supposed to open, that might save it -
Grouping Flights
Sirrobert replied to ixolate industries's topic in KSP1 Suggestions & Development Discussion
We need something like the mod Haystack, but than in Vanilla -
For those that try to compare KSP with the real life rocket program, you are very wrong. If you want to compare KSP with a real life program, you'll have to compare it with the first invention and development of airplanes. Put a crazy guy in a seat, launch, and see what happends. Remember that our little space program is the first time that Kerbals have been up in the sky Besides, the only reason they used probes instead of manned capsules in the early stages of the space race, was because humanity finds it unetical to put a human being in something that you know will probably explode. Not every culture might think that (they didn't think that back when we were developing airplanes)
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Well TWR is kinda important if you want to get rockets of the ground...
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How would that stop you from checking the deltaV stats in the screenshot?
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Personally I'd put them all on wheels. That makes them mobile. Just land them close to eachother, and dock them like that. That's pritty tricky though, since the wheels have suspention so a heavier module will compress the suspention more than a lighter module. So they might not be all the same height. If you want to try this, I'd suggest practicing on Kerbin first. Do note though, that the gravity is stronger on Kerbin, so if you can do it on Kerbin, they might not be the same height on the Mun. But it's a good start. PS: Compression is less of a problem on Minmus, due to the lower gravity. Should also be easier to land big modules there for the same reason. Might be a good idea for practice
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How long did you wait in your career for duna?
Sirrobert replied to mattig89ch's topic in KSP1 Discussion
The 909 is MORE than enough to get a probe out to anywhere in the system -
NEVER put a solid booster on anything but the first stage. They are horribly inefficient, only usefull to help get off the ground
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F5 is the cannon, F9 is the cannonball
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Super Science Machine! (Or so I think)
Sirrobert replied to egnio98's topic in KSP1 Gameplay Questions and Tutorials
Go into the KSP folder. Open up the saves file. Find the folder with the name of your game. Open up Ships map. Open VAB map. Find your rocket. Copy rocket file. Go back and open SPH map. Copy rocket file. Your rocket can now be loaded in the SPH