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Everything posted by ArmchairGravy
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Devnote Tuesdays: The "Walt Doesn't Make Blue Keth" Edition
ArmchairGravy replied to SQUAD's topic in KSP1 The Daily Kerbal
Creepy Mortimer made me laugh. Can I sub him in? -
Dres And Back
ArmchairGravy replied to The Jedi Master's topic in KSP1 Gameplay Questions and Tutorials
Dres can be tricky. It's small, in an inclined orbit, and airless. Its smallness means maneuver nodes have to be just so in order to intercept, and you'll still have to do some adjustments when you get close to SOI to get the trajectory and periapsis you want. The inclined orbit will suck dv both ways on the trip. The lack of air means no aerobrake, so there goes more dv. The good news is the same craft you can get to and from Layethe should get you to Dres and back. So if you have already done a Layethe return, just use that craft. Conversely, if you haven't done a Layethe return, the Dres return craft will do that job, tho you may need to upgrade the lander for Layethe. Good luck! -
Strategize! Which is not a voting option. New parts are all well and good, but I cannot wait to get my hands on all of the pro-science strategies. At least until tier 4 unlocks. Then it's money-making time!
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Any idea on exploration contract progression? Here's what I've had in order of appearance: Mun, Minmus, Duna, Ike, Eve, Gilly, Jool, Bop, Pol, Layethe, Tylo. I still haven't done the last 3. Is this a set progression or is it randomized? Seems odd that Bop and Pol came before Layethe and Tylo pops up before Dres or Moho. Also, are there asteroid recovery missions?
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I agree that KSP is a good way to come at orbital mechanics from an intuitive approach, and it does a great job of introducing concepts in a useful order. First you start with getting something off the launch pad. Second, orbits and plane changes. Then you work on intercepts, rendezvous, landings, and dockings. A player practices these concepts and becomes more adept at utilizing the navball, maneuver nodes, and the other optional tools like KER. If a player wants to be hardcore, they can sit down and do all the maths associated with these concepts, but for those like me who don't math so well, KSP allows me to understand the concepts and apply them successfully so I can get a deeper appreciation for the achievements of real-life space programs. It's the feedback between real-life concepts and practices and in-game exerimentation that makes KSP such a wonderful game and learning experience.
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career mode and available science testing.
ArmchairGravy replied to TK421d's topic in KSP1 Discussion
If you want points, the gravity detector gives points for each biome at low and high, and asteroid surface samples will also work. -
Why doesn't anyone use the Inline Clamp?
ArmchairGravy replied to Tortoise's topic in KSP1 Discussion
I use them on space planes if I need to shift my center of mass forward, otherwise I use a shielded port. -
Preferred First Rocket Stage in Contracts Mode
ArmchairGravy replied to mythic_fci's topic in KSP1 Discussion
It really depends on what I'm lifting and where it's going. I use SRB's for high mass or dv missions. Otherwise I just use liquid. -
I've unlocked the tree and have a million in Funds. I've gotten missions to Duna, Ike, Eve, Gilly, and Jool. I've not yet been asked to plant a flag on Minmus or capture an asteroid. Are there contracts for asteroid captures? Is Minmus a red-head stepchild? I like how planes and probes are useful!
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Kerbin day -51 seconds
ArmchairGravy replied to mstrfalco's topic in KSP1 Gameplay Questions and Tutorials
After reading this thread I'm more confused than before. Are we moving from sidereal days to solar days, or solar to sidereal? -
Will you Grind or Dare in Career mode?
ArmchairGravy replied to 95tiger59's topic in KSP1 Discussion
Yeah, I'm a big wussy about reverts and saves, so I'm planning on turning all that off and working without a net. It'll bring back the palm-sweat of the early days. -
When do you do your Gravity Turns?
ArmchairGravy replied to Tank Buddy's topic in KSP1 Gameplay Questions and Tutorials
Yeah, it's TWR. The staging transition usually drops TWR. I know on my builds the end of stage one is around 2.5 TWR, and the beginning of stage 2 is around 1.8. The end TWR on stage 2 is higher, but that transition can slow me down 10-20m/s. -
It reminds me of advertising for Mr. Lee's Greater Hong Kong.
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docking woes: navball parallax error
ArmchairGravy replied to Laie's topic in KSP1 Gameplay Questions and Tutorials
Do it visually is my recommendation. Navball only gives you info on 2 dimensions, and you need to use all 3. Also, putting the ports into North/South orientation (if you're in an equatorial orbit) will help. -
I'm in no way a coder. Would it be possible to create a part like a recovery chute? If the part is attached to a booster it would record it as recovered after it leaves the 2.5 km window. Would this be at all possible?