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What do you suck at?


jarmund

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For those of us who's gotten somewhat decent/good at KSP... I'm not talking being a seasoned pilot who can do a moho-transfer from cockpit view, but those who are of the opinion that they have a fair grasp of how to do what they want to do in KSP. What part of the game is your achilles heel? Which basic skill are you lacking? What is it that you seldom or never seem to get right?

Mine:

Landing anywhere close to where i want to, when there's an atmosphere involved. I got reasonably close once, but that was pure luck after orbiting one more than planned.

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Ooh yeah, planning landing sites on atmospheric bodies is, I believe, my last major hurdle.

I only recently figured out how to do efficient interplanetary transfers, so that's a plus!

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Landings. It wasn't until fairly recently that I even began to do them all that well. I would crash every other landing... Now I cancel vertical velocity first, so I have some room to maneuver later on. Then I slow down horizontally. And now I can land no sweat.

Getting things to Jool. I can get small stuff, or even pretty big stuff, but not anything that I really want to get there...

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Anything involving interplanetary. Seriously, people may say "it's just like going to the Mun, but farther," yet I can't help but shake my head in disapproval and disappointment. What really holds me back is the unrelenting fear of running out of Delta-V. Once a stock dV readout is released, you bet I will be making big plans.

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Shunting in general..trying to manually uncouple a fuel tanker from a locomotive to replace with a passenger carriage.. without something exploding.. running away or going for a swim at the bottom of a hill that all seem to run towards the sea

forcing me to cheat and couple the desired train type already assembled in the SPH..

that and actually using a train more than twice in its lifetime :(

class numbers are ment to indicate type and number of a thing..

not how many exploded horribly never to return

LL1012 :(

Edited by Overland
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Anything involving interplanetary. Seriously, people may say "it's just like going to the Mun, but farther," yet I can't help but shake my head in disapproval and disappointment. What really holds me back is the unrelenting fear of running out of Delta-V. Once a stock dV readout is released, you bet I will be making big plans.

Two words: Transfer Window.

Once you manage to launch directly into the transfer you'll be saving a lot of fuel (and time) as you'll be avoiding circularisation burns and plane alignments. When you do it properly you can fine tune your close approach with target barely outside of Kerbin atmosphere. When you do that, there's almost no limit where you can go with an orange tank and a pair of LV-Ns provided that yourpayload lsn't too heavy.

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Transfer windows. I've reached orbit around everything in the game; I've placed probes on the surface of every solid body; I've left footprints on every world except Eve and Tylo (and brought said feet safely back to Kerbin, thank you very much)... but I still can't figure out how to determine when to launch for maximum efficiency. I always end up guessing, getting into solar orbit, planning a maneuver... and realizing my poor crew will have to just wait around for a hundred days or so before they can do anything. Sorry, guys; hope you brought plenty of snacks and board games.

I did once manage to put myself on a direct trajectory from launch to Minmus intercept without circularizing first, which was pretty cool. But planet-to-planet? No clue. As soon as the differential equations become nonlinear I'm lost.

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Oh dear.

Satelite contracts.

Played around with interstellar satelites a while ago, got 3 into the same orbit at 700km, exactly same apart more or less. Total Kerbin coverage. Thought i was pr0.

Two satelite contracts around kerbin pops up, some easy things.. Do & done. and accept 2 or 3 more satelite contracts..

Crazyness.

They're all stupid far out, on ridiculous inclinations, which i can manage lol but must be a launched new vessel, have some silly specific equipment requirements, and that longditude of ascending node none sense can not be translated to layman's terms so there was absolutely no hope.

Autopilot wanted to.. oh no more.

Canceled all contracts, terminated current successful ones to erase any complications and will deny any further contracts.

Only Useful satelites will be launched from now on.

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In my current career, delta-v planning. So far I've sent three 'landers' to Mun and Minmus, gotten to orbit, then had to bail out because I realised they wouldn't be able to come home if they touched down :/ Think I need to do more flight testing before committing...

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Effective interplanetary transfers. Ejection angles. Good transfer windows.

There's a huge gap between theory and practice, at least for me.

I bet I could build a good singlestagetolaytheandback spaceplane if i could get the interplanetary transfer right. 5k dV should be enough for that, right? In my case it always ends as a oneway trip...

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for me it will be building SSTO planes, They alway's do some thing unexpected during flight, and then correcting it i run into unother problem, quite often ending with a plane that want to wobble with out good reason, and then SAS goes out of the window ending in crash.

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Patience.

It looks as if I just lack the patience to do much with KSP. The grindy feeling of getting stuff into orbit is my big hurdle when I'm playing. Yes, you read that correctly: my big hurdle is laziness.

:(

You're not alone. Back in February I landed a hab module on the Mun to begin a base there... and the sheer length of that made me too lazy to continue.

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