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You might be a scrub in KSP if....


pvtnum11

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16 Spaceplanes and SSTO's run off of distilled witchcraft and arcane arts, and are to be avoided at all times.

ahhahahahahahahah.....they are completely banned in my space program for now at least.. :sticktongue:

when you mess up the staging sequence and suddenly your monster rocket explodes so fast that you cant figure out what went wrong.

Edited by seaces
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You Might Be A Scrub In KSP If....

2 You mix up Periapsis and Apoapsis on a regular basis. - This was me a week ago.

4 Parachute deployment happens during launch quite often. - Wait, you need parachutes? Something's gone terribly wrong if you're using parachutes on a spaceplane. Wait, "rockets"... What is this "rocket" you speak of.?

9 The phrase "Rocket Equation" means nothing to you. - GAH MATH *runs away*

10 It doesn't matter if our spacecraft only draws a little bit of power for SAS usage, we need a TON of solar panels - they look good. - Ha, yes they are a bit silly, but I proudly spam science labs.

11 Career mode? Only if it's set to Easy and then tweaked to give me a huge amount of funds, rep and science to start. - What? I don't like the early game progression. I want my stinkin' scramjets nao.

12 Going to land on the Mun? Get into a 100km orbit (or was that 100 miles?) and then burn backwards until you stop. Fall all the way down for a landing - which usually needs a rescue mission.- Wait, that's not how it's done? Gosh, landings are confusing in vacuum.

13 You are in awe over folks that can pull off Mun landings without any mods at all. - Yes. I could understand how they did it if they used the Kerbal Engineer Redux mod (vertical/horz speed on HUD), but otherwise is witchcraft. xD

14 You cannot fathom the act of pulling off a rendezvous or landing without Mechanical Jebediah. - Ha. I can do a free-return trajectory to the Mun without even using maneuver nodes. That being said, that's about all I can do.

16 Spaceplanes and SSTO's run off of distilled witchcraft and arcane arts, and are to be avoided at all times.-Finally, you stop using that "rocket" word.

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Thanks OP! I'm only just getting the hang of getting rockets to orbit again, despite being a fairly long-term player (over a year), but it feels good that at least I haven't experienced many of these problems in a while. Once I manage to wobble my way out of the atmosphere the old magic of the game comes flooding back :)

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I'm still trying to wrap my brain around how gravity turns are supposed to work now with the new aero - two to three minutes of nail-biting terror and wondering if I'm going to kill someone again. Only got about three years of bad habits to unlearn, amirite? Once out of atmo, everything is totally cool.

I got better at making SSTO's after a bit, but they're still difficult and I prefer rockets mostly. SSTO's and spaceplanes are hella cool and those that make it look easy are hella cool as well. :cool:

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You Might Be A Scrub In KSP If....

1 Terms like Periapsis and Apoapsis confuse you. This. I tried to dive straight into the game, got nowhere. At least Wernher explains this in the tutorial, though.

3 You take the "Moar Boosters" thing literally. Literally the only subassemblies I have are packs of boosters - Triple Kerbodyne Cluster, anyone? They're useful for getting past the thickest part of the atmosphere, where steering isn't all that important.

5 Half your part count is devoted to struts, because "Moar Struts" must be good advice. *Looks up from altar bearing an EAS-4 Strut Connector* Now that's just sacrilegious. I usually try it without struts before I add them, though, and always put the first part on a stage that will be jettisoned.

6 Bigger = Better, right? Not exactly. Gotta build no bigger than necessary - but I'm not good enough at design work to build a Moho Lander & return module under 2200 tons (Counting launch vehicle). And my first solution to any problem is "Would it help if we made the rocket bigger?"

9 The phrase "Rocket Equation" means nothing to you. You got me.

10 It doesn't matter if our spacecraft only draws a little bit of power for SAS usage, we need a TON of solar panels - they look good. Depends on the ship. It's always better to have three in case things don't go according to the mission profile, though.

12 Going to land on the Mun? Get into a 100km orbit (or was that 100 miles?) and then burn backwards until you stop. Fall all the way down for a landing - which usually needs a rescue mission. I'm crazy, but even I'm not this suicidal. I do try landing from a 32x32km orbit, though, and more often than not kill the lander.

13 You are in awe over folks that can pull off Mun landings without any mods at all. No mods at all? Yes. Simply put, I need a way to separate horizontal velocity from vertical velocity, whether hopping around Minmus or not smashing into the Mun. I could live without the impact timer, but I need the breakdown between vertical and horizontal to make course corrections that break down to "Point the rocket in a random direction and fire for two seconds".

16 Spaceplanes and SSTO's run off of distilled witchcraft and arcane arts, and are to be avoided at all times. No, the Strut Connector runs on distilled witchcraft. Witches are freaking awesome. Spaceplanes aren't magic, they're a religion. And I haven't bothered to unlock parts for them or learn how they work.

*When you construct an ore miner, you fill it full of Ore before takeoff at KSC, because how useful of a miner is it going to be if it can't move itself from LKO to the refinery under full Ore load?

*When you build your first mobile lab, you have no idea how much power it will take and you're certainly not going to look it up. So you snap four Gigantor XL arrays to it and try not to think about it.

*When planning a mission to Moho, you skip the parts where you send a few unmanned probes to get used to flying in that gravity.

*You overengineer everything you build so it can return to Kerbin under its own power in the event of an emergency, because you're awful at orbital rendezvous.

*You set up decouplers specifically to get rid of engines without also getting rid of the empty fuel tanks because you want to use it as an orbital fuel depot, then realize you don't know how to dock ships.

*You place your only solar panel in a position where pointing the ship's thrusters at Kerbol blocks the solar panel, then timewarp.

*You don't put lights on ANYTHING.

*You don't research precision engineering because you don't see how something with a ridiculous name like "Cubic Octagonal Strut" could become absolutely vital to your space program

*You think a circularization burn can be completed on three LV-N engines.

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*When you build your first mobile lab, you have no idea how much power it will take and you're certainly not going to look it up. So you snap four Gigantor XL arrays to it and try not to think about it.

Or you do what I did on my first one in 1.0, after not looking up how much power it would take, and put four OX-STAT's on it.

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16 is absolutely true. I routinely make a blood sacrifice to the Kraken before launching a spaceplane. Usually, the pilot makes an impromptu 2nd blood sacrifice after launching the spaceplane.

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Ah, how quaint... I remember when I first started KSP. Back then, even the likes of Scott Manley were what you might call "scrubs" at the game. To be fair, 0.11 and 0.12 both were really tricky to do much of anything in! Pretty much anyone who could even reach orbit was considered amazing back then, and being able to land on the Mun at all (regardless of how badly it went) was a mark of pride.

The 1.0 version has added a whole new dimension of inexperience for many players: handling the new atmosphere mechanics! It will be a while before certain individuals are able to build rockets that can successfully reach orbit without a ton of stabilization to counteract the whole "rocket flips out of control" issue that comes from an aerodynamically unsound design. Lucky for those of us who cut our teeth on FAR in past versions, we don't have to worry so much about that.

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It's silly how so many veteran players complain about the new aero. I recently convinced a friend of mine to start playing, and he had no trouble with the aero.

They're complaining because they're veteran players. New players just have to learn from scratch how to fly in the new aero, veterans have to forget four years of flying in the souposphere first. (I was the opposite. I flew X-Plane for years prior to getting KSP, and never did learn to fly in the souposphere. Now that we've got actual air instead of soup, I'm happily building SSTO's.)

On topic: Your Moho lander turns into a Moho flyby when it arrives and you realize you need 3 km/sec of delta-v just to burn into orbit. (That was me for sure, still haven't managed more than a flyby. Moho has given me new appreciation for why we've only orbited Mercury once in real life...)

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When the piloting skill that means the most to mission success is recovering from rocket flippage during Kerbin ascent, and the most important part of design is adding more thrust and more deltaV to let you do this - sometimes several times - and still make orbit.

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10 - More solar panel do look good KSP is all about form over function ........right. I might get that Eeloo capture.. on its next orbit of the sun, ran out of lecky, not enough solar panels.

Aero capture ............... sets impact periaps for 1km, double stack heatshields FTW

Fuel for return trip from the mun, thats what RCS is meant for isn't it.

On topic: Your Moho lander turns into a Moho flyby when it arrives and you realize you need 3 km/sec of delta-v just to burn into orbit. (That was me for sure, still haven't managed more than a flyby. Moho has given me new appreciation for why we've only orbited Mercury once in real life...)

You capture Moho and orbit.....whats this return trip you speak of.

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Or you do what I did on my first one in 1.0, after not looking up how much power it would take, and put four OX-STAT's on it.

Ouch. That's a difference of philosophy, I think. As a scrub, my philosophy is:

*Overengineering is always better, right?

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I didn’t get this one. What kind of circularization maneuver do you mean?

Orbital circularization - bringing the Pe up above 70km - on three LV-N engines in a rocket that weighs 200 tons, and due to instability, couldn't manage a gravity turn. I needed 400 m/s delta V from engines never designed to provide thrust, just efficiency. It didn't work.

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