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Does the rocket have landing legs/SAS? you might be able to use a combination to right it without breaking too much stuff.
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# ? Dec 24, 2014 01:43 |
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# ? Apr 28, 2024 18:26 |
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HonorableTB posted:Can you see space stations and such from Kerbin if you've got them in a Low-Kerbin Orbit? With a mod, you can!
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# ? Dec 24, 2014 01:45 |
http://www.shapeways.com/shops/kerbalspaceprogram?s=12#more-products 3d Printed Kerbal statuettes.
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# ? Dec 24, 2014 01:49 |
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karl fungus posted:What can be done if a small rocket lands sideways on the Mun? If I try to roll it down a hill or take off from the ground I just explode. If you are very careful with your throttle, you can usually gently slide up a hill until you crest it, then punch it and head east to get into orbit.
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# ? Dec 24, 2014 02:16 |
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Moon rotates so slow that pretty much negates the East Boost. Any direction will do, unless you need to rendezvous with a craft in orbit, or have really tight margins and want to land at KSC (then west might be slightly better).
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# ? Dec 24, 2014 02:24 |
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I reloaded to a quicksave and managed to just barely land the rocket upright. Like, it was vibrating like crazy. Still, I got my second Mun landing and even got back alive this time! Still forgot a ladder, but then I remembered I could just use a jetpack!
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# ? Dec 24, 2014 02:27 |
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Palicgofueniczekt posted:Moon rotates so slow that pretty much negates the East Boost. Any direction will do, unless you need to rendezvous with a craft in orbit, or have really tight margins and want to land at KSC (then west might be slightly better). For returning to Kerbin, it doesn't actually matter which direction you're orbiting the moon, just that you exit its SOI on the retrogade side of the moon. As for hitting KSC proper, that's just a matter of choosing your return window properly, just like NASA did during Apollo.
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# ? Dec 24, 2014 02:38 |
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I don't like tall rockets so I made some science pods to land on the Mun: http://imgur.com/a/gwQUd Kerbals didn't know what wheels were at the time of this mission, so I had to fling myself 6km with EVA RCS (that's how far apart the pods were).
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# ? Dec 24, 2014 02:40 |
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I'm on my third Mun landing. However, I hit a bit of a sticky situation and accidentally broke off one of my three fuel tank/engine stacks. Can I get Jeb home alive?
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# ? Dec 24, 2014 03:42 |
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Jeb CAN get home alive! Now to aim for Minmus!
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# ? Dec 24, 2014 04:36 |
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Fucknag posted:For returning to Kerbin, it doesn't actually matter which direction you're orbiting the moon, just that you exit its SOI on the retrogade side of the moon. I don't use quicksave/reload and haven't worked out a system for hitting targets from that high up, so I aerobrake into a low orbit of around 200km before I go in for landing and usually land within 15km of the center (depending on craft parts, some seem to have changed this version).
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# ? Dec 24, 2014 04:54 |
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Just got this game, and I spent about an hour or so going through the tutorials. I got to the one about going from the earth to the moon and I had to stop because I could not figure out what it's trying to get me to do. Somehow adjust the size of my orbit until it matches up with the orbit of the moon? So I'm going to watch the tutorials in the OP, but man. I remember trying this out early in it's development, and it was just basically a rocket crashing simulator.
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# ? Dec 24, 2014 05:03 |
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HogX posted:basically a rocket crashing simulator. Still is.
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# ? Dec 24, 2014 05:03 |
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How are you supposed to get to Minmus? It has some weird orbit out of plane, and I can't get any maneuvers to lead into it.
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# ? Dec 24, 2014 05:04 |
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You have to adjust your orbital plane to match, or else time your transfer carefully enough that you catch it when it crosses your plane.
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# ? Dec 24, 2014 05:08 |
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Plane change maneuvers are most efficient at low velocities and intercept maneuvers are most efficient far from your target. To get to Minmus or other out-of-plane objects, you need to think of the best time and place to perform those maneuvers.
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# ? Dec 24, 2014 05:18 |
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karl fungus posted:How are you supposed to get to Minmus? It has some weird orbit out of plane, and I can't get any maneuvers to lead into it. Assuming you're orbiting Kerbin. Select Minmus as your target. Your orbit should now include two markers AN and DN, (ascending and descending node) mousing over them will show you how many degrees you're off plane from your target. These are also the points where you want to burn up or down relative to your orbit to match the plane of your target (the purple markers on your nav ball). Watch in map view to make sure you're burning the right way, I always seem to point at the wrong one. . Once its zeroed out (or close to it, 0.1 to 0.3 should be fine for Kerbin to Minmus transfers) match orbit with it like you would Mun. This works for everything off plane from your current orbit and mastering it is half the fun of learning to dock ships later on. (I use the term "fun" loosely.)
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# ? Dec 24, 2014 05:23 |
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protip: if you're intercepting ie minmus and you're transferring from a non-matched inclination, don't bother matching before your transfer burn. just burn til your apoapsis is at the height of the target body's orbit, then burn normal/antinormal when you're 90 degrees from periapsis with respect to kerbin's center. gives you the most bang for your delta V buck. remember, when doing hohman transfers, your inclination doesn't have to precisely match that of your target, it just has to be such that your apoapsis or other intercept passes through the target SOI at the right time.
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# ? Dec 24, 2014 05:29 |
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Does anyone here use the Renaissance Compilation pack? As far as I can tell, it should be compatible with 0.90 so I'm going to give it a try. I'm also going to install MechJeb, Deadly Re-entry, and that cool mod that adds sparks and poo poo to the Ork rockets I'm making. Anyone had any luck with the Renaissance pack?
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# ? Dec 24, 2014 06:50 |
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I just started playing this again after a very long hiatus, and while I like the contract missions, I'm getting a little annoyed by the "Go here and do science" missions. I've accepted a couple which want me to fly to an area then get an EVA sample. The problem is that the only way I know of to get to the area (on Kerbin) is to press M and kind of eye-ball it. This seems to be ok for "collect cockpit readings under XYZ meters" missions, but the collection area for the EVA ones seem REALLY REALLY small, and I'm getting frustrating flying around where I'm almost certain the point is and not getting a message about entering/exiting. Is there any sort of way to enable waypoints on the nav ball for this, so that I can do this while flying normally?
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# ? Dec 24, 2014 06:58 |
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Volmarias posted:I just started playing this again after a very long hiatus, and while I like the contract missions, I'm getting a little annoyed by the "Go here and do science" missions. I've accepted a couple which want me to fly to an area then get an EVA sample. The problem is that the only way I know of to get to the area (on Kerbin) is to press M and kind of eye-ball it. This seems to be ok for "collect cockpit readings under XYZ meters" missions, but the collection area for the EVA ones seem REALLY REALLY small, and I'm getting frustrating flying around where I'm almost certain the point is and not getting a message about entering/exiting. If you click on the marker in map mode, you can enable navigation to it and it will show up on your navball. Doesn't do jack poo poo when you're on EVA though so you have to trial and error your way to the area with a few flybys to get it situated in your head. Arsonide has made mention of adding an in-world demarcation to make it easier to find the exact spot.
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# ? Dec 24, 2014 07:06 |
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Volmarias posted:I just started playing this again after a very long hiatus, and while I like the contract missions, I'm getting a little annoyed by the "Go here and do science" missions. I've accepted a couple which want me to fly to an area then get an EVA sample. The problem is that the only way I know of to get to the area (on Kerbin) is to press M and kind of eye-ball it. This seems to be ok for "collect cockpit readings under XYZ meters" missions, but the collection area for the EVA ones seem REALLY REALLY small, and I'm getting frustrating flying around where I'm almost certain the point is and not getting a message about entering/exiting. With regards to the EVA/surface ones, someone upthread suggested putting a probe core on your plane, flying with a level 1 engineer, and loading up on parachutes. As soon as you get the message about "entering WHEREVER" slam on X to cut engines and spacebar to use parachutes. Then have your engineer repack them on the ground.
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# ? Dec 24, 2014 07:47 |
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Thank you all for the Minmus advice! I finally landed there on my first try! Unfortunately it was the dark side, but the gravity was so weak that I made a hard landing just fine. Then I used Mun to get me back on orbital plane with Kerbin. By the way, here is the big dumb rocket that got me to Mun three times and now to Minmus. Please tell me how dumb it looks.
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# ? Dec 24, 2014 09:02 |
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karl fungus posted:By the way, here is the big dumb rocket that got me to Mun three times and now to Minmus. Please tell me how dumb it looks. I like it. All of my rockets end up looking dumb/the same. The triple stack in the center is cool looking, I'm going to do that next time.
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# ? Dec 24, 2014 09:11 |
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karl fungus posted:Thank you all for the Minmus advice! I finally landed there on my first try! Unfortunately it was the dark side, but the gravity was so weak that I made a hard landing just fine. Then I used Mun to get me back on orbital plane with Kerbin. It looks fine but you honestly don't need all that fuel to land and return from Kerbin's moons. Especially Minimus. Lighter landers with small engines = more dV for less fuel and are much easier to control. Also, when making landers, it's good to engineer them to have a wide base and a low center of mass. It makes for less tipping over after landing! Here's an example of something I recently used to go to Mun: nvm no cake fucked around with this message at 09:18 on Dec 24, 2014 |
# ? Dec 24, 2014 09:15 |
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Clearly that is way too complicated.
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# ? Dec 24, 2014 09:42 |
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The Green Calx posted:Some crazy rear end poo poo example of something simple and easy: Fixed that for you. Not that explosions are bad; but, what the hell is going on in this picture? That small, in-line rockomax 0.625m engine is great for Mun and Minmus (0.1 tonnes, thrusty, and not-poo poo Isp). Overall, it is probably only second to the LV-N, unless we are talking massive craft with the LV-909. e:wrong pic ee: did they balance the LF:LO in that smallest 1.23m tank? Liquid tanks are quite expensive, too. Eee: Alaan posted:Clearly that is way too complicated. In-line orange rockomax may be better. Corky Romanovsky fucked around with this message at 10:45 on Dec 24, 2014 |
# ? Dec 24, 2014 10:38 |
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Palicgofueniczekt posted:Fixed that for you. Not that explosions are bad; but, what the hell is going on in this picture? That's my transfer stage exploding into the Mun. I used it to kill my horizontal velocity before seperating the lander. Let me explain with pictures because everyone likes pictures: Oh, and yeah, that's something even far beyond what you actually need to land and return back to Kerbin. Sorry for giving a complicated example but it's the only lander I had a screenshot of in my folder.
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# ? Dec 24, 2014 10:53 |
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The engine shroud left on the top of it is going to give me nightmares.
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# ? Dec 24, 2014 12:04 |
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Found this article and thought it might be of interest to you guys Would this work in Kerbal to save delta vees? http://www.gizmodo.co.uk/2014/12/we-found-a-new-and-cheaper-way-to-get-to-mars/ Instead of shooting for the location Mars will be in its orbit where the spacecraft will meet it, as is conventionally done with Hohmann transfers, a spacecraft is casually lobbed into a Mars-like orbit so that it flies ahead of the planet. Although launch and cruise costs remain the same, the big burn to slow down and hit the Martian bull's-eye—as in the Hohmann scenario—is done away with. For ballistic capture, the spacecraft cruises a bit slower than Mars itself as the planet runs its orbital lap around the sun. Mars eventually creeps up on the spacecraft, gravitationally snagging it into a planetary orbit.
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# ? Dec 24, 2014 12:13 |
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karl fungus posted:By the way, here is the big dumb rocket that got me to Mun three times and now to Minmus. Please tell me how dumb it looks. That is a preposterously powerful rocket for going to the Mun. Awesome.
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# ? Dec 24, 2014 12:34 |
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Little Duna rocket
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# ? Dec 24, 2014 12:57 |
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What's the mod that adds those swish fairings to cover your payload?
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# ? Dec 24, 2014 12:59 |
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Procedural fairings.
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# ? Dec 24, 2014 13:00 |
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Procedural Fairings. It's neat and practically mandatory if you use FAR.
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# ? Dec 24, 2014 13:00 |
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Elukka posted:Little Duna rocket I keep seeing those Kerbal Engineer computers in my parts list and I have absolutely no idea what they do. What do they do?
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# ? Dec 24, 2014 13:30 |
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I'm not sure but it looked neat so I slapped it on.
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# ? Dec 24, 2014 13:43 |
AceClown posted:I keep seeing those Kerbal Engineer computers in my parts list and I have absolutely no idea what they do. KER has an option to only enable the engineering functions on crafts that have the computer attached. In the pre-1.0 versions they were required, unless you used ModuleManager to add the Engineer-module to all your pods etc. I think the main reason they are still there is to make sure old craft files don't break.
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# ? Dec 24, 2014 13:58 |
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nielsm posted:KER has an option to only enable the engineering functions on crafts that have the computer attached. In the pre-1.0 versions they were required, unless you used ModuleManager to add the Engineer-module to all your pods etc. Ahh that would explain why they're not documented
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# ? Dec 24, 2014 14:06 |
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# ? Apr 28, 2024 18:26 |
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Elukka posted:I'm not sure but it looked neat so I slapped it on. Best reason.
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# ? Dec 24, 2014 14:09 |