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Champ

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Everything posted by Champ

  1. Sure : Right click on first tank. Alt+Right click on second tank. Click on "IN" or "OUT" depending on what you want to do Kerbals don't reproduce : why would they ? They are eternal, don't need water, food, nothing. They can stay in the darkness of space for centuries, with no problem. Their only known way of dying is rocket-related. With all of that, it is evident that reproduction would mean overpopulation.
  2. What happens is pretty simple : You are pushing horizontally, gravity is pulling vertically. This adds and give you a prograde vector that is something in-between. It will always be like that, nothing to do with your flying or your rocket. You want your prograde vector to be horizontal ? then you should turn at a little less than 90 degrees. Just don't "try to chase the prograde" : try to set it.
  3. I always do that, because it is a good way to go to the mun without leaving any debris (they all fall on kerbin). EDIT : same for minmus, except you have KSC "pointing" little less than 90 degrees (let's say, 85degrees ?) ahead of minmus. Oh, and of course make sure you won't intercept the mun before minmus ^^
  4. Are you serious ? I very often find an encounter with the mun while trying to get back from minmus, without changing planes. The Mun has a so big SOI, it's hard to miss it ! It may be because of a mod, but my kerbals get a new flag every time they enter the capsule.
  5. Yes, i think transfer windows are mainly about travel time, not much about fuel efficiency.
  6. Ah yes, Kerbal Alarm Clock. Forgot to mention it. Great mode. Oh, and don't defend yourself : there is no problem with usings mods. They are a good way to tweak the game to your taste. If it means more fun for you, then it is good. I use the heat shields that are given with deadly reentry, not shields from another mod, and i did not find a bug, but i must admit that i usually don't need heat shields because of the settings i put on realchute (predep diam 5, predep altitude 50000) which make my ship slow down in the high atmosphere rather than in the low atmosphere I don't think realchute is a game breaker. Even with it, you won't be able to land a 100t ship on kerbin with just one chute. (hey, it's called REALchute) It just allows you to tweak the chutes you use. For example, i set it to a higher pre-deploy size and a higher pre-deploy altitude. It helps reduce the velocity BEFORE entering the thickest layers of the atmosphere (and thus, avoid overheating problems). But i still need more than one for large ships. Of course you can use it to use less chutes (by setting a higher deployed diameter), but there is a fixed limit and i don't think you can reduce the number of chutes needed that much (maybe you can use 2 realchutes instead of 3 stock chutes, but not much more) I love that idea. Sorry, but no. You just have a warning "ship3 is running low on food" then "food depleted" and then "crew died of food starvation", and then you see no kerbal in the ship. Yes, the KAS parts are rather high in the tech tree, but i (it's just my opinion) think it's great like that. No special immersion breaking i can think of. It IS brilliant, even though i use it at a very basic level (mainly for rescue mission). Another VERY interesting mod i did not try yet : infernal robotics. You are welcome !
  7. First of all, welcome ! This is a great moment we have all known (except those that still can't land), and yes, it's awesome. I laughed How did he get in orbit around the sun without electricity ? He should still be on the mun (it is a good news : easier to rescue him) I would really recommend you to continue to learn to play without mods. Don't get me wrong : some mods are very cool, and add really interesting gameplay, but for a beginning, stock gameplay is the best, at least until you are confortable enough in your EVA suit... Here are the mods I would recommend you to use when you feel ready : FAR : realistic aerodynamics... Will totally change the way you get in orbit and the way you build your rockets. Beware it actually makes the game easyer, when you know what you are doing (you will need less fuel to get in orbit). Deadly ReEntry : Going to the mun is no more a challenge ? What about returning from the mun ? RealChute : personnally, i think it is a MUST for Deadly ReEntry users. With it, you can customise your chutes, and it also changes the way the cutes deploy (no more destroying the ship). It greatly helps for Deadly Reentry Procedural Fairings : Allows you to put fairings on your rocket. Totally useless without far (except for esthetics). Very highly recommanded with FAR. TAC Life Support : adds life support (your kerbals now need food, water, oxygen to live). Does not change many things (life support ressource are pretty light and won't really change how far you can go unless you put many many many of them), but adds new ways of failure, wich is fun (Yes, failure is fun). Kerbal Attachment System : Adds many usefull parts. Great for rescue missions. Kerbal Joint Reinforcement : The name says it all... I know i am forgetting some of the mods i use... I strongly recommend you to reconsider Engineer Redux. You only have to add ONE (quasi- ?)weightless extra piece of hardware to the ship and it will show you all the info you will need. You can customise the display, so that it doesn't give too much information and clutter up the screen. Congratulations for your first docking ! Give us some news about your rescue mission.
  8. An interplanetary transfer calculator (like the one you can find on the web, but on a phone it would allow me to stop using ALT-TAB while playing). Would be good to add a KSP Dv map, too (my other use of ALT-TAB while in game).
  9. I would just trick Darth Vader so that he thinks the Alliance's secret base is on that planet. Then, stop and watch. Eventually make a movie about it...
  10. 500 : The hangar where were kept all the rocket parts suddenly explodes. The explosion is as huge as is the stock of this then-flowering new space industry. Thousands of kerbals are killed, and Wherner Von Kerman's scientific archives are destroyed. (wait, it was 486, they had SAS, decouplers, everything we don't have in 5000 when starting a campaign ?)
  11. Don't worry. Einstein demonstrated in Red Alert that WW2 would still happen if you kill hitler !
  12. My advice : buy a good CPU, and a cheap (25$) video card. KSP does not need more graphics. And you can always change the video card when you need it.
  13. No. That's how long it takes to develop real space hardware in the real world with our actual policy and economy. With different policy, different economy and different level of commitment (fear can make us do wonders !), in 18 years, we went from V2 (1944) to Mercury (1962)...
  14. I understand you are talking about social organisation, nothing technical with the ship. I think 250000 is small-enough to create a direct democracy, and i have no doubt it would be the only viable solution. Anyway, this ship is a closed society, and it would allow for interesting social experiments, i think...
  15. This sounds strange to me. The amount of science should depend on the number of scientific instrument the rover carries (not it's weight) and the distance travelled (not it's speed). That seems more logical, and it would still encourage to build big (because they have many instrument) and fast (because you must be able to go far in a minimum of gamer's time). Nobody would put more weight on a rover just for the additional weight : we add weight because we need one more feature, or more power, or anything else. Weight should always be seen as a problem, not a solution. Weight in itself does no good.
  16. You know what ? Real slaves have all of it. Always. Slaves are expensive, so you give them food and protection, so that you won't have to buy another slave too soon. They also have work (really, trust me). Having protection, food or even being paid does not make you a free man.
  17. Stupid question : did you check in the "debris" tab in the tracking station ? If it wasnt destroyed by the distance, it would be here
  18. You are right. Please ignore my last comment. I was all about the "think about the dv requirement for plane change" because last weekend one of my missions was a partial failure because of this, but it was particular (Wanted to launch multiple probes with different inclination - I had a lot of spare DV, but not enough and last probe never attained polar orbit) Still, spare dv is always usefull. You can set a secondary objective after fulfilling the primary objective (I personally do that a lot, cause i always overengineer my ships, yet the secondary objective is rarely attained).
  19. 2300 hours on Civ5... Don't know for KSP. Will check next time i can play (sunday evening)...
  20. I would need to check, but i think the heat shield has a very high drag. This may be intentional : higher drag means lesser velocity in the thick atmosphere. However, this surely does not help pointing your craft correctly...
  21. I am not an expert, but i think you can't without FAR. Try fins, but with that creepy drag model.... I think your best chance is to change your reentry. In Deadly ReEntry (like in real life atmospheric reentry), you want to be slowed down as high as possible, so that your velocity is not too high when you reach the thicker layers of the atmosphere). For that you can : - Add more angle (so that you pass more time in the upper atmosphere) - Add more drag (counter-intuitive, but realistic). Don't know for stock chutes (i use real chutes - great mod !), but can't you deploy your chutes higher ? I pre-deploy my chutes at something around 40000m. Pre-deployed chutes (you know, the blue icon) will help you reduce your speed before entering the thicker layers of the atmosphere.
  22. I partially disagree with it. Yes, if you have enough delta-v, you are sure to get to your destination. That's true. But you might need to change your inclination (Tyoi says he wants a polar orbit for scanning), and no dv-map can take this in account. So, he wants to have a lot of spare dv. Then, he cares about ISP. By the way, spare dv is always usefull.
  23. TWR is only relevant for takeoff and landing. Here, you will only travel from one body's orbit to another body's orbit. You want high ISP, and don't care for TWR. The only interest in a high TWR here is it makes your burns shorter (saving your real-life gaming time - the most precious ressource IMHO), that's why you don't want to use ridiculously-low thrust engines (like ion) for interplanetary travel. TL; DR : Use nuclear engine. Take a lot of spare DV for plane-change if you are going to a massive planet/moon. Changing the engine (and then, the ISP) will only make you use more fuel to go to the same destination. You might want that spare fuel for plane change, or to achieve a secondary objective after the first is ok, or anything else...
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