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Everything posted by Ascension Islander
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Share your ssto secrets with me Edit: Today I learned that you can't post in all caps
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1. Download FAR 2. Try again
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Reducing RCS power in EVA?
Ascension Islander replied to Kerba Fett's topic in KSP1 Gameplay Questions and Tutorials
While this will pitch/roll your EVA'd kerbal, it will reset itself as soon as you try to maneuver again. -
Hodo, I think you're the only other person I know to have accomplished an unmanned landing on eve with remote tech 2 and signal delay combined with deadly reentry. I'll post my pictures once I get home. Let me recommend the smart part pack that comes with the space shuttle engines pack (also available separately). I was able to just drop the probe in at ~70km pe and the smart parts did all of the parachute/landing leg/antenna/solar panel deployment and heat shield decoupling based on altitude sensors and timer delays. OP, maybe you should try installing FAR. It makes the atmospheres much less soupy, and I imagine is what allowed myself and Hodo to do it successfully.
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I've found that with slight adjustments to throttle and pitch, it's not that hard to get a decent apo/per combo without cutting off the engines. The trick is to watch your time to apoapsis. Pitching down past the horizon and backing off the throttle both will decrease it. Try to get it to count down to zero at the same time as your eccentricity reaches zero.
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what are some good .23 mods?
Ascension Islander replied to ian mcdudeface's topic in KSP1 Mods Discussions
This is kind of a big question... (Will add links when I get home) If you're going for challenge and realism, I recommend FAR and Deadly Reentry for accurate aerodynamics and reentry heating. Also RemoteTech 2 and TAC Life Support make for a good combo that gives purpose to unmanned missions. Kerbal Engineer Redeux provides much-needed informational displays. Mechjeb does as well, plus it has an unparalleled set of autopilots. KW Rocketry adds an amazing set of well-balanced rocket parts that both work well and look great. It also provides fairings that are all but essential when using FAR. The B9 aerospace pack adds some stellar (ha) spaceplane and miscellaneous structural parts, but requires some hotfixes to work in .23 I'm really just scratching the surface here. Your best bet is to browse the add-on showcase to see what interests you and is popular with the community. Just remember that these are free mods, so don't expect 100% bug-free performance. -
Which type of launch looks cooler?
Ascension Islander replied to michaelphoenix22's topic in KSP1 Discussion
There's gonna be a lot of people screaming at their computers when the aerodynamics model gets updated -
[20/11/2014][0.25] FTmN Atomic Rockets
Ascension Islander replied to Kommitz's topic in KSP1 Mod Releases
Thanks, will confirm when I get off work -
[20/11/2014][0.25] FTmN Atomic Rockets
Ascension Islander replied to Kommitz's topic in KSP1 Mod Releases
Anybody else having trouble getting kerbal engineer to show delta-v with these engines? -
Describe your KSP experience in an image!
Ascension Islander replied to Tassyr's topic in Forum Games!
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I'm having a little trouble building an SSTO with B9 parts and with FAR installed. Post yours here for inspiration please!
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The real game-changers for me are remote tech, far, deadly reentry, kethane, and tac life support. Kerbal engineer is a can't-live-without as well. Everything else is just part packs.
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Space Shuttles: Do you Build/Use Them?
Ascension Islander replied to Jodo42's topic in KSP1 Discussion
Too bad I forgot to put a probe core on the satellite -
1 and 2 - Yes these are right, but I think you're overthinking it. If you're within a few kilometers, just zero your relative velocity, point at the target, and thrust. Repeat until you're close enough to dock. If you're farther away, I find it easier to mess with maneuver nodes to get a close approach. 3 - The navball's prograde and retrograde markers during target mode will indicate whether you're moving towards or away from the target. For example, if you're pointing at the target with a relative velocity of 10m/s, and the prograde marker is visible, you're more-or-less moving towards the target 4 - If you're within physics range (2.3km) you can hit [ or ] to switch vessels. Otherwise, yes, you'll have to use the map or tracking station.
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Modded Edition! Forgot to open/target antenna (remote tech 2) Deviated too far from prograde during launch (FAR) Set fairings to separate at SRB separation at ~5000 meters (FAR/KW) Had satellite payload stage itself while inside space shuttle cargo bay during launch (B9) Forgot a heatshield on my munar return stage (DRE) Reentry stage was aerodynamically unstable (DRE/FAR)
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Why not have both? The first missions will be government-funded "for kerbalkind!" style missions, such as landing on the mun and such. Later missions will be commercially-funded, higher paying, and more specific (and therefore more challenging), such as, "we need you to map the southern pole of Bop and report back any concentrations of [resource]"