Jump to content

Pecan

Members
  • Posts

    4,061
  • Joined

  • Last visited

Everything posted by Pecan

  1. If by 'stock' you mean using only stock parts then, yes, it's possible. VERY hard but possible, spaceplanes are difficult at best and heavy-lift spaceplanes with an awkward payload particularly so. If you mean using the 'stock' spaceplanes (Squad ships supplied in an install) then, no - they're just awful.
  2. More amendments and expansion. Chapter 5 - the KSC buildings - done, just an example vehicle and flight-controls to go :-) Link in the OP, last call for comments before publication (not that that will make further changes any harder).
  3. Put two of them on a rocket so they balance the load. Then all you need is something big enough to launch two of them ... Or use the HyperEdit mod, which will just let you put them there instantly.
  4. Congratulations. Any reorbit from Eve is a good one and worthy of a thread :-)
  5. It's worse than you think if you look at some of the smaller tanks (I'll leave you to find out which). Subtracting empty from full mass and cost it turns out that sometimes the fuel itself has a different mass and cost, it's not just the tanks.
  6. Now I think of it I HAVE seen something like this before (official KSP trailer):
  7. In fact, more usefully than keeping an old thread alive, all the keybindings are listed on the wiki and people should look there: http://wiki.kerbalspaceprogram.com/wiki/Controls
  8. Have a look at the first few chapters of my 'Exploring' tutorial (link in signature) - Chapter 2 is for learning the flight controls, which you probably don't need, Chapter 3 is all about basic staging strategies (stack, radial and parallel).
  9. Did you know you can press F1 within KSP for a screenshot.
  10. One degree is 60 minutes of arc (and one minute = 60 seconds), so the 'conversion' is really easy.
  11. Auto view gets my vote. Burning vertically over a slope doesn't give you horizontal movement. If you want to know about the slope of the ground before you land, I recommend SCANSat - it's fun, and adds a reason for unmanned probes too.
  12. You might like to look at the KOS scriptable autopilot for that sort of thing.
  13. Tylo isn't that bad, but it does take a special lander, as you say - Chapter 8, section 5 of the 'Exploring' tutorial in my signature has the lander I recommend (link to PDF and ships downloads for the whole tutorial in that thread's OP). Eve IS that bad - my best advice there is to see how people have done it in the 'Challenges' section of these forums.
  14. Chapter 8, section 4 of the 'Exploring' tutorial in my signature has the Duna lander I recommend (link to PDF and ships downloads for the whole tutorial in that thread's OP).
  15. First round of amendments, expansion and Chapter 4 added - good grief, in the next update we'll actually get into the game! Link in the OP. Please keep the comments coming.
  16. It's also worth noting that the contents/organisation of mods' zip files does differ from one to another. If you tell us the mod you've downloaded, or even better show us its folder-structure, we can give you specific instructions of what has to go into the installs' GameData.
  17. http://forum.kerbalspaceprogram.com/threads/111291-Squadcast-Summary-%282015-02-21%29-All-The-Pictures-Edition%21 And let's remember they're not "invariably" made by the community - we only get them thanks to the hard work of ObsessedWithKSP :-) I never watch the squadcast and never will - I have to pay for broadband and don't intend to sit through an hour of not much for just a little bit of information. One day Squad might notice that video - SquadCast, Video Wednesday, Twitch Thursday, et al. is not the only or best way to communicate. Thankfully, they do at least write DevNotes Tuesday.
  18. The only time I've been unable to change the displayed objects in map view or the tracking centre was when KSP was starting to get low on memory, then almost nothing works. Close and restart the programme then try again.
  19. Squad has always been passionately oppossed to having the information you need available in the game because "it wouldn't be fun" to design as if you were using a spreadsheet. Solution - design with an actual spreadsheet *sigh*. It's just one of those things ... if you think it's fun to throw things at the sky to see what explodes, you use stock. If you think it's fun to have some idea of whether your mission stands a chance of succeeding before you launch, you use mods. (KER/MJ/VOIDin this case)
  20. Scott Manley gets a special mention, whereas the transfer window planner is a bit advanced for this guide. Cheers guys. (@ NecroBones - you know from when you started making them that I've liked your videos more than most, but if I start listing all the good guys it's going to become impossible to maintain. Sorry).
  21. Yeah, but that's not a bomb. It's a missile! Which means you have four craft in their, not three plus a dumb payload. Nice!
  22. I don't usually watch videos because of broadband cap but these are good and well edited-down to make the points they need to. Nothing wrong with concentrating on spaceplanes, they certainly are a lot harder, but call them spaceplanes ^^. Only suggestion I have for a SSTO-rocket video is the whole 'landing a rocket after orbit' thing, re: SpaceX. (I'd say have a look at Chapter 7, Section 4 and Mission 35 in my 'Exploring' tutorial, but you probably have your own vehicle designs.)
  23. Thanks for that RIC, looks like you've been doing your research too!
×
×
  • Create New...