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xriz00

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Everything posted by xriz00

  1. I noticed in the text the MK16 parachute and the MK16XL parachute have the same drag when fully deployed, or at least the text says that. I don't have the science for the XL yet but noticed that the text for both state: fully deployed they have a drag of 500. Either fix the text if its wrong or fix both the text and the drag stats so the XL has more drag, if its two chutes, then it should state, 2 chutes at 500 drag each.
  2. xriz00

    saving

    I'm pretty pissed off you can't save during missions. First they don't really explain how anything really works so you have to experiment with the items. Any way, so why can't save and go back if I choose when I am trying something? No, instead I'm forced to refly every mission over and over till I get it right: even if it takes 20-30 minutes to get to the hard or questionable point of my flight. It sucks I can't save and try again from some mid point, but forced to re play from take off.
  3. Thanks for the help and tips guys, just what I was looking for.
  4. You can only do this in the space plane hanger; with the wing selected and using double placement, were what ever you place it is duplicated once on the other side. You put the wing(s) directly on the bottom of the fuselage or on top, and they both will point either straight up or straight down. Then clock on the part rotation button and click one of the wings, you see the rotation graphic and from there you can rotate the wings to a normal horizontal angle and you will see when done, the wings are almost joined together at their end bases but are still securely attached to the fuselage.
  5. How many air intakes is optimum for one jet engine, just one? Does wanting to fly higher then say 7k mean two or more intake is better? And at what height do wings start to lose their effectiveness and at what height are they pointless? I've flown a bunch of flights but can't quite figure out the proper best use of air intakes and wings, thanks for you help.
  6. The career path does not explain what they want the player to do in a realistic way: the developers rely too much on tongue and cheek descriptions without really telling the player what they need to do to complete a mission. The humor is all fun but the lack of definition on what is needed to complete some missions is just too hard to justify playing the game.
  7. I'm playing the career mode, still in the early stages, but I've noticed that you can't do the "add maneuver" thing. What do you need to research to get this, or is it only in sandbox mode?
  8. Ahh, thanks!!! Thats what I needed, wasn't clear in the contract script, the fact you have to "stage" it during the bracket. I completed it was able to complete it, thanks bunches too all!
  9. I can't figure out what they want to finish the testing of the LV-909 engine. On Kerbin. Suborbital trajectory Alt. 79,600m to 81,400 m. So the on kerbin is easy, I got that part, its the last two I can figure out what the hell they want me to do. I've done simple launches were I use the LV-909 at the altitude bracket they give and retrieved the engine at the end of the mission. I used the engine at the altitude barket and didn't exceed 81,400m in the trajectory. So what are you suppose to do to fulfill this contract?
  10. Thanks for the response and yes this is what I was asking. - - - Updated - - - Thanks for the answer, wasn't trying to be dim, just trying to get back into KPS after a year.
  11. Has anybody tried this in KPS? For Duna of course. http://au.ibtimes.com/articles/577354/20141230/mars-trip-ballistic-capture.htm#.VKL6bV4AAg
  12. My first Mun Base. It's a simple design and I lifted it off in one piece and landed it. 3 stages, 4 counting the solid rocket boosters, used the last stage which was landed whole on the moon to finish the transfer from Kerbal and land on the surface. Made it with just 77 points of fuel left after starting with 44,000 fuel points and 6,800 SF points. LOL, the launch vehicle is about as rickety and jerry rigged as you can get. I spent the evening tweaking it, 2 dozen test flights and a few re do's to come up with this "design", there are too many struts count but on the 3rd try I got it into orbit without it breaking up at some point. After dropping the main first stage and SRB's, not surprisingly, it was much more stable.
  13. Thanks for all the replies, they help.
  14. I'm trying to figure out docking; one of the most frustrating things about KSP is the lack of even simple documentation on how do simple basic things, there are very good tutorial videos but sometimes you just need a simple answer as a noob about a simple subject but nobody has them without hours of searching online. It literally took me that much time to find the information on how you even undock two ships, that you can click on parts of you spaceship like the docking module and then get the option to de couple and separate two parts of a spaceship. Sorry but this is really poor documentation on part of the developers. The latest frustrating problem is why I can't dock; I've launched a rocket with two command mods docked together and was just trying to practice docking and undocking at a short range. I first pull away and can re dock with in a couple of feet but past that they refuse to dock again, am I moving to fast on the approach, am I off center? I have no idea what the parameters are on docking, why the two won't re-dock once I've moved more the like, 5 feet away and then re approach to dock, it looks like they are on target but they won't attach.
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