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KSP2 Release Notes
Posts posted by KatzOhki
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Remove all mods and try to get the crash to happen again. If it does then you can report it as a crash report. Since 0.21 they no longer support modded games.
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I have a craft design (SSTO) that maintains an orbit using a LVT-30. Would I save fuel doing orbital maneuvers by using some LV-1Rs or 24-77s? I'm accepting the loss of dV / ISP.
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I love it, so far
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If the chutes fully deploy at too fast a velocity they can either tear off or cause parts of your ship to dislodge.
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I say give Mun another shot. People do non chute landings on Duna and Eve all the time. Duna has a thin atmosphere so you probably want rockets to assist anyway.
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Just reenter the pod and you should be ok
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If you click "observe goo" then you need to push the clipboard button to keep the data. Don't transmit the data. Then if you land the goo container successfully on Kerbin you must recover the craft with the tracking station or the recover button. So not restore flight.
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Thrust normal / anti normal at a point between the AN and DN should do it. Why do you want to do this?
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The realistic way, if you really want to recover the ship would be to send another ship with bill again. If you want to hack it, launch the same ship again (just the part that is landed) an you can either compare the persistence file to copy the pilot over, or copy the entire ship onto the mun
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At the moment, as the game is still in development, you only have to research the parts there is no buying. So click the big blue button once you've selecte what research you want and you should be all set.
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I was thinking you wanted it on the side of something. Ok so the trick is to first have snap angle turned on. Then get your view so that you're looking at the craft straight on from the side. Pull the docking port up underneath where you want it slowly and it should snap into position. Click to place
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That explains a couple crashes I had last night... No I don't like this either.
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I tried to do the exact same thing, it seems like the science jr is glitched as far as this. Q and E are the buttons you'd want though
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Oh that's great news! I was wondering about that.
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I'm hoping so. I think once I complete the tech tree in career I will eat to do that too.
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I had a launch vehicle spin out of control that SAS never locked back in to stop the spinning.
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Did a re-entry to Kerbin with the transmitter out at about 3500 m/s. No damage to the transmitter.
Same here. It is indestructible.
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Almost certainly a bug. Floating point error perhaps?
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I did a Mun and Minmus landing with only 4 extra batteries. Should pose too much a problem unless you plan to transmit data.
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You can get some additional results if you are orbiting above a unique biome. Also, multiple EVAs can be done.
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You can add the science parts' doors to an action group. Then you have the ability to open / close the doors on them without destroying science contained within
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Stepping through the tech tree has helped me learn to be MUCH more efficient with my designs. It's actually helped me a lot. Also, loving that recover button. Really speeds up my missions.
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Yeah I heard it was supposed to science when stage, but does nothing for me.
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Finally got my first space station to orbit and then got my first rendezvous only to find out the big six way connector (Rockomax Hubmax Multi-Point Connector
) needed to have docking ports out on it.
Ideal atmospheric escape? (Calling the help of advanced engineering mathematics.)
in KSP1 Gameplay Questions and Tutorials
Posted
It depends on where you want to go. An ascent straight up will spend less time in the atmosphere and less delta-v is required because you're not trying to establish orbit, but just to leave the atmosphere. I've noticed that rocket's I've sent on a straight up trajectory tend to land a little West of the KSC. This is because the planet rotates slight while you travel up (I think), but not sure if that is significant.
Just thought I'd mention this point.