Red Iron Crown Posted June 23, 2014 Share Posted June 23, 2014 One thing- always strut inwards from a booster. This allows you to copy the booster using alt, should you need another, without having to to all the strutting again.I use this trick too. Another strutting one:If you want perfectly aligned struts, place a small part (linear RSC ports are good) on the opposite side of the core using the symmetry/angle snap you intend to use for duplication. When placing the strut, attach it to the booster then rotate the camera around until you see your small part, then attempt to connect the strut to it. Your strut will be perfectly radial.Works for fuel lines, too. Quote Link to comment Share on other sites More sharing options...
ArmchairGravy Posted June 24, 2014 Share Posted June 24, 2014 Don't be stingy with your reaction wheels on larger craft. The maneuverability gains more than offset the extra mass. Quote Link to comment Share on other sites More sharing options...
Zephram Cochrane Posted June 24, 2014 Share Posted June 24, 2014 Baby steps. That is, approach your missions scientifically. Try a small mission with easy goals first, then slowly increase the difficulty. For example. Learn what it takes to JUST reach space without stable orbit. Then on the next mission, tweak your vessel a bit to increase the distance slightly. Trial and Error is the road to success. Quote Link to comment Share on other sites More sharing options...
ThinkOutsideTheHangar Posted June 28, 2014 Share Posted June 28, 2014 You can never have enough parachutes when landing on Duna. And you always have enough parachutes when landing on Eve. Also Laythe was made for vacation. Quote Link to comment Share on other sites More sharing options...
grockstar124 Posted June 29, 2014 Share Posted June 29, 2014 Use struts. Bad things happen if you don't use struts. Quote Link to comment Share on other sites More sharing options...
Moss Posted June 29, 2014 Share Posted June 29, 2014 Never try and guess when the next update will be out and then wait for it. Quote Link to comment Share on other sites More sharing options...
zekes Posted July 5, 2014 Share Posted July 5, 2014 Never stop being creative. Quote Link to comment Share on other sites More sharing options...
PaladinFoster Posted July 5, 2014 Share Posted July 5, 2014 When in doubt, put struts all over it. Quote Link to comment Share on other sites More sharing options...
The Fleet Master Posted July 5, 2014 Share Posted July 5, 2014 Always have a notepad and duct tape on hand (Even on a date) Quote Link to comment Share on other sites More sharing options...
No one Posted July 10, 2014 Share Posted July 10, 2014 Always test the return stage.Testing may be boring and lame, but nothing is worse than having an otherwise perfect mission fail because you splashed down a bit too hard, or even worse because you splashed down perfectly but then it was too tall and the top part fell over and exploded. Quote Link to comment Share on other sites More sharing options...
Idrryl Posted July 15, 2014 Share Posted July 15, 2014 There's one thing that goes beyond KSP: -Observe, experiment, test until you get satisfiable results, then improve upon them. Quote Link to comment Share on other sites More sharing options...
davidpsummers Posted July 19, 2014 Share Posted July 19, 2014 If you have a space station, _shutdown_all_ the_engines on the station and ships attached. (Left double click and hit the shutdown button). You will be using the station a while and you _will_ hit the shift key by accident. Quote Link to comment Share on other sites More sharing options...
zekes Posted July 19, 2014 Share Posted July 19, 2014 Have more fuel than you plan on needing Quote Link to comment Share on other sites More sharing options...
Mohax Posted July 21, 2014 Share Posted July 21, 2014 ALWAYS have more struts........and more RCS ports Quote Link to comment Share on other sites More sharing options...
SuspectTax Posted July 22, 2014 Share Posted July 22, 2014 When trying to dock with something, make sure the indicator above your navball is set to target, and whenever you come to a close encounter with the ship your trying to dock with you can burn retrograde to stabilize your orbit until your relative velocity is 0 Quote Link to comment Share on other sites More sharing options...
Zablonski Posted July 22, 2014 Share Posted July 22, 2014 I have learned that .24 makes KSP a completely new game. The difference between .235 and .24 is like the difference between working in academia and working in corporate. I have found I design differently now every whack of the space-bar costs me money. Quote Link to comment Share on other sites More sharing options...
livefree75 Posted July 23, 2014 Share Posted July 23, 2014 1. If you're in a hyperbolic or parabolic orbit, the purple orbit path is the one you will take if you don't get into a stable orbit.2. Learn from MechJeb, then try accomplishing those maneuvers on your own.3. Cut down on your part count. It is a sure-fire way to reduce lag.4. Try to get to the Mun and Minmus and back before attempting interplanetary missions.5. The higher an apsis is, the less fuel/delta-v it takes to change that apsis's height. Quote Link to comment Share on other sites More sharing options...
Tahib Posted July 23, 2014 Share Posted July 23, 2014 (edited) Docking is bad. Better launch 1500 part rockets before trying to assemble in space. Edited July 23, 2014 by Tahib Quote Link to comment Share on other sites More sharing options...
TK421d Posted July 31, 2014 Share Posted July 31, 2014 maybe not the most important, but the most interesting thing i learned from KSP: that "Its the ship that made the Kessel run in less than 12 parsecs" actually DOES make sense.faster engines = more direct course = faster transit & less distance traveled. Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted July 31, 2014 Share Posted July 31, 2014 maybe not the most important, but the most interesting thing i learned from KSP: that "Its the ship that made the Kessel run in less than 12 parsecs" actually DOES make sense.How so? Parsecs are a measure of distance. It hasn't made any more sense to me since learning to play KSP. Quote Link to comment Share on other sites More sharing options...
Russoft Posted July 31, 2014 Share Posted July 31, 2014 I have learned that .24 makes KSP a completely new game. The difference between .235 and .24 is like the difference between working in academia and working in corporate. I have found I design differently now every whack of the space-bar costs me money.Bahahaha, so true. Though, academics do have to work for their grant money. The difference is that once they have it, they can sink it into whatever they want as long as they get nice looking results. Who cares if it's profitable or practical for industry. Just as long as it means they can write a better grant application next year. Quote Link to comment Share on other sites More sharing options...
TK421d Posted July 31, 2014 Share Posted July 31, 2014 How so? Parsecs are a measure of distance. It hasn't made any more sense to me since learning to play KSP.faster engines mean more efficient course plotting, means less distance traveled. Quote Link to comment Share on other sites More sharing options...
Russoft Posted July 31, 2014 Share Posted July 31, 2014 faster engines mean more efficient course plotting, means less distance traveled.Not necessarily more efficient. Can also be less efficient but more direct (and therefore faster and shorter) path. Quote Link to comment Share on other sites More sharing options...
cantab Posted August 1, 2014 Share Posted August 1, 2014 For an interplanetary trip it would indeed make some sense to give the distance taken. If you have excess delta-V you can take a shorter and quicker route than the fuel-optimal Hohmann transfer. Though I'd still favour the time.For interstellar travel, though, maybe not so much. Quote Link to comment Share on other sites More sharing options...
Red Iron Crown Posted August 1, 2014 Share Posted August 1, 2014 Given Star Wars' lack of anything resembling scientific accuracy, I'm going with "the writers didn't know that a parsec wasn't a time measurement" rather than "the writers meant that the Millenium Falcon was able to use faster non-optimal Hohmann transfers because of its excess delta-V". If it can be shown that Star Wars writers knew about delta-V I'll eat my pointy metal hat. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.