

merlinux
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Everything posted by merlinux
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Transferring samples between pods
merlinux replied to merlinux's topic in KSP1 Gameplay Questions and Tutorials
Not really my idea I have seen plenty on youtube about 'landers' which are lander can free My only problem with that is that I was thinking of doing a duna mission, and even if it survives atmospheric entry (not sure about but it could knowing the little flaws of the game) it wouldnt be very realistic... It is fine however for bodies with no atmosphere. Ive decided to create a lander with enough power and an antenna to transmit the data I get on the surface as, after thinking a little bit, it will be as good as returning the data on kerbin (redoing everything until its maxed out) -
Transferring samples between pods
merlinux replied to merlinux's topic in KSP1 Gameplay Questions and Tutorials
Thanks for the quick answers. I am yet to try it, I will need to make a craft first But I doubt the EVA thing will work as the samples would be stored in the lander can when I get back inside following the surface EVA. No way to actually get in the command pod first as it would be in orbit at this stage. Unless I use a seat instead of a lander can? I bet the best thing is to try and figure it out... And in the worst case scenario transmitting wouldnt be to bad, but Id rather know before I start designing my craft as I would have to make sure the lander can itself can transmit so I can max out the samples while im on the surface -
Best wheels for Mun rovering?
merlinux replied to antiquark's topic in KSP1 Gameplay Questions and Tutorials
I find myself using the rovemax model 1 and 2 a lot more than ruggedized wheels for small rovers. In my experience the size of your rover needs to be quite large and heavy to start using the ruggedized wheels. -
Hi all, So I have unlocked the tiny lander can and the docking port. Now I can get back to my pre .22 ways of doing apollo style for landings. However I wanted to know wether I can transfer samples from the lander can to the command module, so I can collect the science back on kerbin or if I am forced to transmit if I am not gonna return the lander can?
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I have played .20 and .21 with mods. I am now playing .22 career mode stock for a try, but I am not enjoying it as much as in modded sandbox appart from the fact that it gives me a new challenge. Nice to be struggling in basics things again heh heh. I am concidering starting a new sandbox save with all my favourite mods once I unlock the full science tree... But as of now I have a clean install Mods I use are: Kethane, mechjeb, KAS, KW rocketry, procedural fairings, infernal robotics, ISA map sat, chatterer
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Well I trust you as I have only been to 70 degre N in lat just at the start of the 4000m high plateau. That was trying to reach the northern mun arch which unfortunately was buried. Didnt venture any further but I had the impression it would be the same all the way to the pole concidering the data I got from ISA mapsat... Maybe the trick is to land on top of the peaks in that case
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It cant have a 90 degre slope everywhere innit? land on a flatter bit.... And I believe it is meant to be like that if it was coded as that....
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Moons can theoritically have moons but it is statistically a very low chance. They would likely have an unstable orbit because of tidal forces from the parent planet and eventually be destroyed. The probability of a sizable body orbiting a moon rather than the parent planet is near 0 I believe...
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Not as much as a spoon
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I always laught when I see "Maccas Kerman". Here in australia, maccas, is a slang word for a very famous fast food chain...
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You should have at least a 1 man pod and a rocket engine
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I believe you would need a Remote guidance or a probe on the lander if it is kerbal-less to operate its legs?
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False, 1981... The user below me has never killed a kerbal in his current save
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my current save is 13yo. Ive done s*** loads of warping though... Should make more use of kerbal alarm clock and start roleplaying more with other missions while I send a kerbal to eeloo
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Capturing Dres orbit
merlinux replied to ImperialistPigDog's topic in KSP1 Gameplay Questions and Tutorials
I used to fail my missions to Dres by using way too much delta v until I used this instead of kerbal alarm clock or visually plotting the transfer window. It will compute a chart of launch dates/deltavs which is very helpful for dres/moho/eeloo missions And I generally do this in 2 burns('mid course plane change' in the calculator). The first being the ejection burn at kerbin's plane for whatever delta v the calculator tells you. The second to match planes with Dres at the AN/DN. You will get a close encounter after the second burn or may need to increase your prograde/retrograde velocities a little. -
[SHOWCASE] Bring out your LANDERS!!
merlinux replied to Captain Sierra's topic in KSP1 The Spacecraft Exchange
And also my Laythe lander which doesn't have a rover however I love it because it is the culmination of my last few weeks playing with jet engines/SSTO/spaceplanes... This thing achieve kerbin 's orbit no worries, with some fuel left. 4turbojets and 2 torpidal engines.... It takes off pretty much like a rocket, with a gravity turn started a little earlier. -
[SHOWCASE] Bring out your LANDERS!!
merlinux replied to Captain Sierra's topic in KSP1 The Spacecraft Exchange
Here is my current Duna lander, It has 2 Nuclear engines for orbital operations and 4 torpidal engines for when thrust is needed. I love it as I am able to get to most high latitude places even when my orbiter is on an equatorial orbit and it also has a rover The rover pictured here is the old model and I since have one which is much more stable hum hum... Only mode used is KAS, so I can just winch the rover up instead of playing for 10 min with the docking port... . -
Violent shudder when physics load.
merlinux replied to Motokid600's topic in KSP1 Gameplay Questions and Tutorials
Can hardly tell looking at your pic, but it looks like the bottom clamps are attached to the SRBs, try attaching them to the main body of the rocket, I find it helps on my large rockets. -
Parachutes breaking my ship
merlinux replied to Ovog's topic in KSP1 Gameplay Questions and Tutorials
As cbale2000 said you are descending too fast. The answer is to use a mix of drogue chutes and regular chutes. Or slow urself down with rockets, but it isnt very fuel efficient . -
I find space stations a lot more useful when they orbit far away bodies you want to explore. For e.g you can have a space station around duna, attach a trusted lander, and send a couple orange tanks to allow multiple flights down the surface. Have a crew stay in orbit around duna and a small crew transfer craft that visits sometimes It is even more fun with the kethane mod, where you could have a kethane miner getting fuel from ike...
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Altimeter seems to have gone boink
merlinux replied to LawnDartLeo's topic in KSP1 Gameplay Questions and Tutorials
Yes there is in IVA mode The radar altimeter tells the actual altitude relative to the ground underneath. If not mechjeb can tell it too, that is what I use as going in IVA mode can get annoying when doing landings ... -
Laythe Lander Breaks Up When Standing Still
merlinux replied to Kulebron's topic in KSP1 Gameplay Questions and Tutorials
You might be on unstable terrain. At least something is instable! Being on landing legs and with this little weight I cant see why your craft6 would be crumbling obn itself... Anyway try and move it to a flatter area. I am amazed thiough at your design Can this get back to orbit? EDIT: maybe not enough struts with the smaller legs you ve used? Load your lander on kerbin's launchpad and see if itisunstable there;) -
Best why to find Launch Windows
merlinux replied to RuBisCO's topic in KSP1 Gameplay Questions and Tutorials
I second kerbal alarm clock. You can bind it to a specific ship, then load any ship on the launchpad and time accelerate until the window is right and it will take you back to the ship you intend to travel wioth