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KSP2 Release Notes
Everything posted by Commissioner Tadpole
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Going to post a log of what happens in the next launch. And yes, I am doing gravity turns. Scott Manley says it's to do it at 10,000m, but the sheer scale of the rocket's weight makes it impossible to do that at 10,000m, so I do it at ~21,000m where it's easier. I know how to orbit it, before I got KSP I watched a walkthrough of it and learned that it's not as simple as firing a rocket towards the Moon straightly. Problem is, my rockets always seem to run out of fuel/lose fuel for the rest of the trip whenever I make a circular orbit around Kerbin, it's like I'm cursed. Either that or Kerbin hates being alone and is trying to force me not to go to the Mün. I only build large rockets because smaller ones ALWAYS end with it running out of fuel. Someone gave me a basic layout of a rocket that could go to the Mün and back. It ran out of fuel before a full orbit around Kerbin could be made. Scott Manley's example for the Demo version ended with the craft running out of fuel by the time I was going to land on the Mün, resulting on me killing several Kerbalnauts. And I use several stages alterady. I believe this alterady got ~nine stages. 1. Actually the radial engines are connected to a stage below the lander and return stage. If you look closely you can see a decoupler above the fuel tank that has the two radial tanks connected to it. And said radial tanks are mainly used as a backup fuel. If I don't need the fuel, I just ditch them. But it's quite unlikely as I am seemingly cursed to never be able to have enough fuel. 2. Just saying, there are three boosters instead of four, the demo doesn't has a quad-stacker, only a tri-stacker. So there's actually a set of three winglets. But I'm going to remove the others. 3. If I remove the boosters, the rocket will crumble under it's own weight. That's why I added a ton of boosters.
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I've been trying to get this heavy rocket into Kerbin orbit and see if it can get to the Mün as it has a considerably high ammount of fuel plus backup fuel, but whatever I do it seems that I can never increase my Apoapsis without burning most of my fuel due to it's weight. I tried to use boosters to help my rocket get to outer space and use it's fuel reservatories for good, but it all boiled down to a pretty fireworks display for some reason. Also, once I change from boosters to normal thrusters, it's hard for my rocket not to lose momentum gained from the boosters and not fall back to Kerbin due to it's weight. Help? Currently insane ammounts of fuel are the only way I can use to get to the Mün, and that comes with the cost of extreme weight. Here's how the rocket looks like: There are a few changes. There are now around eight boosters at the bottom, six more above it, and even more six at the middle. They are all used before the main thrusters. Take note I'm using the demo version, so check the list of items in the demo version before you try suggesting me ion boosters or something like that.
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I did in favour to more boosters, but thing is, this rocket's weight ratio is so big that it consumes way more fuel to get that thing out of the atmosphere and get the Apoapsis right, and in the end it went worse than Jetster 4. Thing is I don't know how to set a heavy rocket to orbit.
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Making a new rocket based on the template for a rocket someone suggested to me that didn't worked. This one has five stages and one backup stage in case of emergency. Stage one: Boosters - They are to help the rocket get the upper hand in taking off. Stage two: Triple Engines - Basic raw power to get the rocket out of Kerbin's atmosphere. Stage three: Uni Engine - Used to continue the Triple Engines' work in case they run out of fuel and to get the rocket into a circular orbit. Stage four: Dual Engines - They are used as a backup fuel if the Uni Engines fail. Might not be enough. Stage five: Lander - The section used to land and take off from the Mün. Stage six: Command pod - The main center of operations housing famed kerbalnaut Bill Kerman as he tries to go further than Jebediah Kerman's orbital Jetster 4(currently orbiting Kerbin as we speak) and land on the Mün and come back(if possible. Let's see if we can get THIS one into the real deal! The several graves of Kerbalnauts who died during the process and also Kerbalnauts who were absorbed back into Kerbin's atmosphere in the process are cheering for Bill Kerman! EDIT: Add Bill to the count of dead Kerbals, because this one failed horrifically.
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Most important lesson you've learned in KSP?
Commissioner Tadpole replied to Tassyr's topic in KSP1 Discussion
Never ever be quick to get to the launch pad. I keep forgetting to add struts due to this. A similar rule is to not rush the launch. I keep forgetting to toggle the SAS on, which results in a spinning machine of death. -
I've sent Jetster 3 to an orbit across Kerbin, and in the way I jettisoned part of the rocket that ended up in an endless orbit around Kerbin, sort of like a satellite, though relatively useless. Now I've sent Jetster 4 in an attempt to see if it can have enough fuel for a Mün trip(and no, it doesn't because it is too heavy), and after I got it into Kerbin orbit, I began to think whether Jetster 3 and Jetster 4 can ever meet. Here's their current orbit: As you can see, Jetster 3's orbit is highly elliptical, and though you can't see it, it's also slightly eccentric, which ensures that they cannot collide, while Jetster 4's orbit is much more circular and horizontal. I don't want them to collide, though, I just want them to get close enough so Jeb can EVA and hover around the floating "satellite". I tried to warp for quite a long time, but they never seemed to get closer than 92 kilometers, so I'm slightly losing my hopes. Can anyone confirm if they can get not too close, but just close enough so I can EVA out of Jetster 4, take a look around Jetster 3 and safely return to Jetster 4 without running out of EVA fuel and being stranded in space for eternity?
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Dear diary; I didn't go to space today.
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I normally use LV-T45 for the first stage, LV-T30 for the subsequent stages and LV-909 for the final stage(the one that is supposed to land on the Mün and return).
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After a load of failures when trying to go to the Mün, I just went "screw this" and sent my rocket to an orbit around Kerbin. Far safer. Commissioner Tadpole cannot into Mün Are you using a mod that allows the creation of custom Kerbals? I don't remember KSP having any blonde Kerbals.
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Awesome dream! I'd obviously prefer the first tycoon server, though. But I can barely get to the Mün, so I'd be probably dead weight.
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Like always, my rocket crashed on the Mün after running out of fuel. I suck at KSP.
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I want to buy it, I really do, but as I said in another post in another thread, I'm only 13 year old, so I can't buy it myself, so I'll have to wait until Christmas or something until I can get this jewel of a game. That, and KSP is worth almost double at where I live - $44,99, and that's the Steam version. The original, non-Steam version is worth $52,86. That's why I hate the fact that there's different currencies. That, and I don't think I'd be able to get to Tylo, because I can't even get to the Mün in the Demo version without crashing and face-planting Kerbals' nose DNA into the rocky surface of that cursed moon, because no matter how much fuel I add, the rocket ALWAYS runs out of fuel in the way there.
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It is. Try to launch a normal rocket with the Tricoupler, then add in some fuel tanks and an engine, and DON'T add struts. The rocket will launch normally and the unconnected fuel tanks will shake like mad and eventually explode, scaring Jeb. If you have a parachute on top of the command module, Jeb can still survive.
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I tried to make a light rocket that's able to go to the Mün(yes, I still am not able to get to the Mün). I forgot to add struts to the fuel tanks attached to the part that allows you to attach three fuel tanks in it, and the rocket exploded. Thankfully only the lower parts of the rocket exploded, so Jebediah still managed to descend back to Kerbin's surface safely...at least until he ran back to KSC and "crashed into Kerbin" while doing so. See, it's things like this that makes me curse the fact that I don't have the full version of KSP.
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I am only 13, I have played only for a couple of days, and it's the demo version. I'm a newbie. Deal with it. (Though I DO want the full version.)
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How much do you care about Kerbals dying?
Commissioner Tadpole replied to zapman987's topic in KSP1 Discussion
I feel uncomfortable with killing them as well, and that's why once I get the full game I'll start with unmanned rockets and/or probes to check if the layout is good enough before trying it with live Kerbals. -
KMP v0.1.5.1 [0.23] [alpha] [inactive]
Commissioner Tadpole replied to TehGimp666's topic in KSP1 Mod Releases
Another possible way to add in for the Warp factor is that it only affects individual spaceships instead of using a sync. This could be a toggleable option for servers if they want to have a simpler warp system, though it'll be unrealistic. -
I tried to land Jebediah on the Mün. The rocket ran out of fuel and he died. Now Bill is going to try to avenge his death by making it to the Mün(and not dieing) using a replica of the rocket he used, with a few minor modifications.
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Greetings from a space-travelling Tadpole
Commissioner Tadpole replied to Commissioner Tadpole's topic in Welcome Aboard
Well, problem is, none of my rockets can stay long on Kerbin's orbit without running out of fuel, let alone a full circular orbit, so I'm unable to go to the Mün any time soon. That, and Prograde is trolling me a lot, since whenever I reach an Apoapsis, it instantly swatches positions and even with RCS my rocket is too slow to turn in time, so I am forced to get back to Kerbin. EDIT: I managed to get a rocket to a low Kerbin orbit, but I'm alterady at the stage that's supposed to send me to the Mün, so it's going to either be an one-way trip to the Mün or an one-way trip to a Kerbol orbit.