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Everything posted by Andr0s
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KSP Stock : Docking Difficulty Absurdtastic?
Andr0s replied to Andr0s's topic in KSP1 Gameplay Questions and Tutorials
Haha, you guys are ruthless with all the "it's not that hard" comments, making me feel like an utter failure Joking aside, thanks a lot for all the advice - I can't wait to go home and try it all out. Keep your fingers crossed for me (PS: I know Squad keeps saying "no" to multiplayer, but discussions like this make me wish KSP had a spectator mode. I can just see a drinking game where everyone watches me trying to dock, heckles over TS, and drinks every time I miss.) -
KSP Stock : Docking Difficulty Absurdtastic?
Andr0s replied to Andr0s's topic in KSP1 Gameplay Questions and Tutorials
@Whistlehead : Thanks for the recommendation - as I mentioned in OP, I'm trying (stubbornly and occasionally painfully) to play unmodded; I will certainly add your recommended mod to the list of "must haves" once I decide to mod up. @Person & Yalin : Thanks! I definitely didn't know about navball mode switching, that should help massively. Also, I'll have to give the proper launch window a shot -
Hiya y'all! I've been KSPing for a couple months now and, while I'm slowly accruing a decent list of accomplishment covering Mun, Minmus, Eve & Gilly, Duna & Ike, the hallowed art of docking seems to be eluding me. I've watched a plethora of youtube vids on the maneuver, I've gotten to the point where I can get 99.9% matching orbits (when I don't screw up and get perfectly matching reciprocal orbits, that is) but getting to that point where craft are sitting pretty much stand-still relative to one another and I can RCS over to dock is proving impossible for me (debris belt of failed docking attempt craft around Kerbin is approaching 200 pieces). I see many people are using mods for docking but, since I'm trying to "play it kosher" I wanted to know is it really that difficult, or am I just doing something wrong? (I forgot: In a nutshell, I launch one vessel, circularize its orbit at 100K, launch another, circularize at 95k, wait for proximity of first one, climb to 100k and fiddle with orbitals until I'm within <1km of other craft. It is at this point that I find myself unable to do adjustments precise enough to get perfect orbital sync needed for dock...) ~Andro
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137 14 83 And a smiley to satisfy minimum message length:
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My first landing was a horrid tale of screaming (me) and clawing back out of grave (Jeb); I came in for a beautiful touchdown, descent at 5m/s, legs deployed... and fuel ran out 5klicks up. I tried braking with RCS but didn't manage to slow down enough... so literally a second before the lander litho-braked, I separated the capsule with its dinky little return module, and manged to ascend from the fireball that was lander back to the Munar orbit. Return to Kerbin was totally uneventful, especially the part where I forgot the parachute.
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So, having played KSP for a couple months now, I've discovered I'm slowly building up a collection of odd tricks that use bits and pieces of game to help me pull of things they were evidently not intended to do. I play stock game, no mods to date, so I do find jury-rigging and part mis-appropriation to be a fun part of game's challenge. Anyway, I thought I'd see who else came up with weird ways to do things, and what are your favorites? My favorite is, hands, down, the Munar landing beacon I usually mount engines radially on the lander; that leaves bottom of the lander free for a decoupler and a battery. Then, as I'm in final landing stages, I can decouple the battery, target it once it drops, and use it to get "true" reading on the altitude, lateral drift etc. It is pretty much the sole reason I am now pulling off <5m/s Munar landings smoothly as you please...
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I have to admit Project: Munraker was a fun one for me. On a stock KSP (No MechJeb etc) it took me a weekend worth of playing - about 12 hours - to: #1 orbit Mun and return to KSC #2 drop a satellite in a nice 10K orbit around Mun #3 land an unkerbaled rover on the Mun #4 land a kerbaled craft on Mun and return it to KSC. I found Mun to be easy to achieve once I learned basics of Orbit circularization. Bring Apoapsis to Mun orbit, circularize a bit above/below it depending on whether you're trying to catch up to Mun or waiting for it to catch up to you, and you're 90% there. The fact that Mun has a perfectly circular equatorial orbit relative to Kerbin makes it an easy target. Minimus with its inclined orbit is proving far more annoying to me...
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Brits on the Moon, 1939 edition - looks like a challenge to me!
Andr0s replied to Andr0s's topic in KSP1 Discussion
If I'm not mistaken, Manley being Scottish does make him British as well, ne? Scotland is situated on the island of Great Britain (with exception of the Shetlands, Orkneys and Hebrides, as well as being a part of Kingdom of Great Britain since... oh, 1707 I think? Anyway, back to subject. I'm seeing quite a few skeptical remarks in regards to the propulsion schema. Do we think it wouldn't work? If so, why? You gonna save me a sleepless night of trying, or watch me drown in despair? -
Brits on the Moon, 1939 edition - looks like a challenge to me!
Andr0s replied to Andr0s's topic in KSP1 Discussion
Isn't Manley British? Maybe we can mock him into giving it a shot, for the Queen and Country, wot wot?Vanamonde, propulsion is what makes it awesome - I'm totally trying it! -
Brits on the Moon, 1939 edition - looks like a challenge to me!
Andr0s replied to Andr0s's topic in KSP1 Discussion
Looks like I jacked the link, apologies - I fixed it now -
Ranger - my first functional aerodyne!
Andr0s replied to Andr0s's topic in KSP1 The Spacecraft Exchange
@Giggleplex : You Cannuckistani sure do take the fun out of things :'( Would you like to shave my Barbie dolls while you're at it? -
Ranger - my first functional aerodyne!
Andr0s replied to Andr0s's topic in KSP1 The Spacecraft Exchange
Aerodynes are, generally, flying craft heavier than air that derive their lift from the aerodynamic features of their construction, such as wings (as opposed to aerostats which are lighter-than-air craft such as baloons, and rockets which get their lift pretty much solely from stupid amounts of directional thrust). -
So, after several nights of struggle, I managed to build a single-jet aerodyne that actually lifts off in an elegant and smooth fashion, clocks max speed of ~350m/s in level flight, sets down on fields and strips equally well, and doesn't spontaneously explode whenever I try to course-change, and all of it in a 100% stock, unmodded game. I suspect this is a minor accomplishment for most of y'all but considering all the frustration preceding this small triumph, I hope I'll be forgiven for bragging a bit
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Edit your initial post, it'll have the Answered/Unanswered drop-down in there. (You will have to hit "Edit Post" then "Go Advanced" to get that option, by the way.)
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Thanks Orbiter - it looks like I just got cleared, woo
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Hello y'all, I just got a hold of KSP several days ago, and I'm already plagued with insomnia and general distraughtness caused by nights of playing and days of planning. The game is awesome in the Beta, and I can't wait to see the finished product! Anyway, that being told, I'm having a couple issues with the forums - my posts (new or reply) aren't showing up - I suspect this is because of newbie-post moderation system but just in case it isn't I thought I'd whine about it. Also, I can't find the option to pick an avatar, or set the signature? (I understand Sig option should be in left-hand bar under Settings, but it ain't. Are Avatars veteran privilege only or is my browser messing with me?) Anyway, see y'all in the black! ~Andro
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Getting this into orbit
Andr0s replied to montyben101's topic in KSP1 Gameplay Questions and Tutorials
When I first ran into problems connecting 2 stacked stages with struts (very finicky proposition), I figured out the easy workaround is to slap a winglet on one of the stages and run the strut from the side or tip of winglet to the next stage. After a dozen test flights with various stacks, I haven't noticed any aerodynamic or structural issues with that... -
Hello Kerbals! Short-time player, first-time writer, biggest fan and all that. And I had a fairly open question: I'm not much of a rocket scientist, but just a bit of a space flight book geek so of course some of the "iconic" objectives of space flight hold quite a bit of appeal for me. So, I wanted to start tossing some debris up into the L-points around Kerbin - only no amount of Wiki- and Forums-scrubbing revealed anything on the subject. So I was wondering: Does the game physics model entertain Lagrangian orbital mechanics? Has anyone done any work figuring out the L-points for any of the planets in Kerbol's system? I'd love to try (most likely unsuccessfully) to park some stuff at Trojan points, give Lissajous orbit a shot and the like. Thanks!