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Hard difficulty in this patch is some of the most fun I've ever had with this game. Every flight is important, every contract taken is important, who and what you take in your payload is important, choosing your landing spot is important. Love it. RIP Bob. Next time we won't land on a mountain.
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# ¿ Dec 17, 2014 09:22 |
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# ¿ Apr 23, 2024 21:28 |
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You people are insane. Just use parachutes until you unlock landing gear.
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# ¿ Dec 17, 2014 09:39 |
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Kinger posted:I think the problem is more about "taking off" than it is about "landing"
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# ¿ Dec 17, 2014 09:56 |
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Alaan posted:I am not using FAR.
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# ¿ Dec 17, 2014 20:11 |
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I love the new experience for Kerbals, Maxmaps. Are there plans to give bonuses to all three classes at all five levels? edit: Come to think, I'd love for the level 5 on all three to be some silly useless thing that everybody REALLY wants and tries to get. For example, the engineer could change the color of landing lights midflight (i.e. they finally learned how to change a lightbulb) Thesoro fucked around with this message at 03:30 on Dec 18, 2014 |
# ¿ Dec 18, 2014 03:28 |
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Luceo posted:This sounds more like Oregon Trail to me. here lies andy peperony and hydrazeen
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# ¿ Dec 18, 2014 22:37 |
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I just took a lander to Minmus and fulfilled two visual survey missions, two temperature data missions, and a science data mission. Landed with 23 contract notifications and 1.2 million kesos. It felt pretty good. Got over the level 2 R&D hump and immediately grabbed about 12 different techs since I had 2000 science saved up.
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# ¿ Dec 19, 2014 01:52 |
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Ratzap posted:I got my first free kerbal contract, built a rather dodgy rescue ship and sent it off. Having upgraded the monitoring, I actually had maneuver nodes so getting a close rendezvous only took two corrections once in orbit. Then I switched over the the kerbal at 2km and used his pack to get over to the rapidly disappearing rescue pod. Grab some EVA reports (unfortunately going EVA kicks the kerbal and the pod into a spin still in this version) while going round to land close to KSC and we're done.
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# ¿ Dec 19, 2014 07:51 |
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So, folding in Karbonite and probably home-grown aero. Plus this exciting Kerbalizer news. Female Kerbals, finally!
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# ¿ Dec 19, 2014 08:32 |
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revdrkevind posted:Slap an Okto onto any mission that doesn't have a Pilot.
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# ¿ Dec 19, 2014 19:17 |
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ToxicFrog posted:Something that only just occurred to me: why are the Hitchiker and 3-kerbal command pod so late in the tree? You can unlock the Mobile Lab before you even need to upgrade the science facility, which is presumably much more complicated, but if you want to send multiple Kerbals to space without either using labs as crew quarters or stacking a bunch of 1-kerbal pods on top of each other, nope.
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# ¿ Dec 20, 2014 00:29 |
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karl fungus posted:How are you even supposed to land on things? I can reliably get to Mun, but no matter how much I try to reverse myself, I always slam into the surface at 400+ m/s. Can you post a screenshot of your approach and/or lander? Default key is F1.
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# ¿ Dec 21, 2014 02:39 |
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Roflex posted:And then cry as you encounter the Mun ten times when trying to match it. I also had one highly eccentric orbit to match that was nearly identical in period to the Mun, and phased such that it would encounter it twice on every orbit. I just ate the cancellation penalty on that one. And, if you do get a contract like you mentioned, you can just get it there for 10 seconds, fulfill the contract, and watch it smash into the Mun. The game only care that you get it into the proper orbit, it's presumably the contractor's problem when the hardware is blown to smithereens. Similarly someone on reddit said they had a contract for a clockwise equatorial Duna satellite at about Ike altitude. Ike orbits counter-clockwise. EDIT: Or, wait, patched conics would show the moon encounter and deny the contract. Nevermind.
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# ¿ Dec 22, 2014 03:59 |
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There's definitely a lot of contracts whose difficulty is out of proportion to the reward. Like the "munar station with 14 kerbals, a lab, and a cupola. 100k reward" types. Those can be easily ignored and overall the system is great - I've deployed 3 space stations in the last two days after making zero before that with 300 hours played.
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# ¿ Dec 22, 2014 04:17 |
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For those parameters, I'd probably just go straight up until apoapsis was 70km and then activate it on the way down.
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# ¿ Dec 22, 2014 08:48 |
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There is a problem with contracts involving temperature scans on Gilly - one of my survey spots asks me to be above 6600 meters, but on Gilly that's considered deep space and won't allow temperature scans.
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# ¿ Dec 23, 2014 02:20 |
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The longest omni antenna range is 5000km, which means that 4 equatorial keostationary satellites will juuuuuust barely all keep each other in range. Once you have that, you have universal coverage in a pretty big area around Kerbin and can put up longer-range sats with impunity. My network, por ejemplo:
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# ¿ Dec 24, 2014 17:14 |
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karl fungus posted:Now that I've been to Kerbin's moons, how can I get to other planets? I tried leaving the Kerbin system, but any maneuver I try requires huge amounts of fuel to cross into other orbits. This site is a great and simple resource for phase angles and ejection angles. EDIT: As the chart above shows, if your rockets can already hit Minmus then you're only a hop and a skip from being able to intercept Duna. You will have to spend a lot more fuel in slowing to orbit and returning to Kerbin, though. Doubly so if you want to land and take off from Duna. Thesoro fucked around with this message at 23:07 on Dec 24, 2014 |
# ¿ Dec 24, 2014 23:01 |
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karl fungus posted:I keep thinking I can fly out of Kerbin's orbit and then just keep burning prograde to get to Duna.
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# ¿ Dec 24, 2014 23:19 |
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HogX posted:Awesome, thanks. So there's a mission where I have to take a crew report above 18,900m in kerbal's frontier. Do I need to just go straight up that high? I tried that once and I'm not sure it worked, Is there a specific spot?
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# ¿ Dec 27, 2014 07:41 |
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HogX posted:So how do battery packs work in regards to recharging your transmitter antenna? Do I slap the battery pack on the same part the antenna is on?
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# ¿ Dec 29, 2014 05:34 |
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Control Volume posted:I just got this game a couple days ago and today I decided to try my hand at making a pretty standard jet with FAR installed. After feeling like hot poo poo for getting it to a point where I could land it on the KSC grasslands twice in a row, I taxied it over to the space center to get a couple points in science, where it flipped over and exploded because it went over one of the building terraces at 50m/s. A+ game would buy again.
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# ¿ Dec 29, 2014 18:02 |
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karl fungus posted:How are you supposed to use those girders, nodes, beams, and shaped struts? I'm looking at them and I can't really think of anything that comes to mind. All of my rockets thus far have just been various combinations of pods and engines and separators with some science stuff thrown in. 1. stations 2. rovers 3. weird poo poo they don't have a ton of direct utility (if your missions are utilitarian they're just dead weight really) but they can help things look cool.
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# ¿ Jan 2, 2015 07:50 |
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SKELETONS posted:Ok that makes sense, lol. I actually launched this craft and that happened but I didn't make the connection.
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# ¿ Jan 3, 2015 05:27 |
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Mr. Wynand posted:Yes I realise - my whole post was that there is the fun kind of hard and the not fun kind, and grinding is decidedly the not fun kind.
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# ¿ Jan 6, 2015 06:52 |
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MattD1zzl3 posted:Could anyone either explain simply or post a link for a first timer using remotetech? I'm having trouble even though I followed old advice to "use omnidirectional antennas". I put a sat in a suborbital path 1.2Kms up and was out of communication with the space center even when it was facing me. Even making a little land craft with an omni and pointing it's dish at "active vessel" didn't work. 1. Your path may take you outside of line-of-sight with the space center. If the direct line between your vessel and the space center goes through Kerbin, communications will drop no matter what kind of antenna you have. 2. Your probe's antenna might not be on. Most probe cores have a 3km always-on antenna. The 500km omni antenna (this one) is also always-on. The longer ranged omnis (the Communotrons 16 and 32) must be manually activated to function, but will be torn off the ship if exposed to atmosphere while they're activated. Because of the line-of-sight, atmosphere, and distance conditions that RemoteTech imposes, I find myself sending probes in a much higher trajectory than I normally would, and with several different antennae. 3. It's a silly one, but do you have enough electricity? Antennae drain battery constantly while they're activated. And one last note, a land vehicle pointing at the probe is just fine but the vehicle also needs to have a valid connection to KSC or it won't work. Thesoro fucked around with this message at 21:09 on Jan 8, 2015 |
# ¿ Jan 8, 2015 21:07 |
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Joda posted:Is it possible to make a mun rover with stock parts that doesn't handle like a loving balloon? I've tried weighing it down with batteries on the bottom, but learnt the hard way that batteries don't actually have mass. edit: for real though the main answers are: 1. wider wheelbase 2. go slower 3. land somewhere with more gravity
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# ¿ Jan 8, 2015 23:45 |
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Ciaphas posted:Really? God damnit I know the outlines of various orbital maneuvers but I've forgotten everything about elementary physics.
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# ¿ Jan 9, 2015 00:14 |
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Control Volume posted:- 1 Communotron 16 (or a 32 if you have it) for connecting to KSC while in space, cover this with something for ascent or it will explode
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# ¿ Jan 9, 2015 02:39 |
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Control Volume posted:Oh hmm when I did testing apparently it was the DP-10 that exploded during ascent. Maybe it's FAR doing it or something but you should probably cover it to be safe.
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# ¿ Jan 9, 2015 03:34 |
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that goofyass return-the-first-stage-and-land-it-on-a-barge mission is ready to go and going up late tonight/early tomorrow morning. from the real spaceships thread: Zaran posted:What goes up should also be able to come down and be used again!
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# ¿ Jan 10, 2015 07:26 |
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Met posted:How exactly do Kerbals gain experience and what exactly does an "Engineer" do? In game it says they have a chance to fix broken parts. It should really be on the "Kerbonaut" page too but oh well.
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# ¿ Jan 10, 2015 09:03 |
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Trivia posted:I just had my Duna probes disappear on me. Quite frustrated as I'm playing hard mode. I just call it an antenna failure or insufficient radiation shielding or a sudden solar flare. (obviously it would be better if the game didn't do this but at least the problem of spacecraft failing randomly is somewhat realistic)
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# ¿ Jan 11, 2015 17:54 |
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I'm trying to work through this orbital mechanics thing in my head and I can't quite get it. Maybe the thread can help: I'm bringing a vessel + lander to the Duna system to relieve my Ike Station crew and to rescue some crash survivors from the surface of Duna. For reasons of Jeb Wants To Fly The Rescue Op, Ike must be the first visit and Duna must be second. I don't want to aerobrake on the way into the system. Is it most efficient to: a. Aim for a low Dunar periapsis on my interplanetary encounter, burn my engines at peri until my apo drops to around Ike's height, wait for an encounter with Ike, then circularize, b. Aim for a high Dunar periapsis (about Ike's height) on my interplanetary encounter, circularize, encounter Ike as normal c. Be a fancy lad and aim for a low Ike encounter via my interplanetary transfer, and simply circularize from there (even with nukes my TWR is almost certainly good enough to accommodate this kind of quick burn) d. something else
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# ¿ Jan 12, 2015 04:57 |
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Hadlock posted:Most efficient would be A as you're getting the maximum oberth effect on Duna (which is more massive) and then ideally you'd wait for orbits to align perfectly (your Dna orbit AP is the Ike Pe) and circularize around Ike.
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# ¿ Jan 12, 2015 08:47 |
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hatesfreedom posted:I can't for the life of me figure out how to get into orbit with enough fuel to make it anywhere past that second moon (Munin?). I build my rockets larger but they don't seem to ever make it to orbit with enough fuel/stages to make it Duna and land. It is most distressing. What's the advice for making it to another planet? -Send the smallest ship that will do the job. Before sending a three-kerbal expedition to Duna or Minmus or wherever, try a single kerbal in a small lander can. If you're comfortable with docking*, try leaving the interplanetary stage in orbit while you go to the surface, then meet back up with it later (think of how the Apollo landings worked). That way, you don't have to haul all that hardware and extra fuel down to the surface and back. Having smaller ships will also let parachutes do more of the slowing down so you can save more of your fuel for the return to orbit. -Make sure you're starting your transfer at the right time. The Mun is easy because you just wait until it comes over the horizon. Interplanetary is trickier. When Duna is about 45 degrees ahead of Kerbin (in relation to the sun), it'll be the easiest--you still need about 1200m/s of delta v to do it from low Kerbin orbit, though, and you need to burn at a good angle on the dark side of Kerbin. *note: try docking two things from separate launches in Kerbin orbit before you try it on Duna. Rendezvous and docking are tricky. Thesoro fucked around with this message at 20:35 on Jan 13, 2015 |
# ¿ Jan 13, 2015 20:33 |
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karl fungus posted:Does it ever make sense to bring along a tiny probe on manned missions? I mean, it seems like an easy way to get some extra science by having them hit extra biomes you won't have enough fuel to land on anyway.
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# ¿ Jan 13, 2015 22:55 |
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I'd also love to see contracts that rely on already existing stations. "The crew of Ike Station 1 is getting cramped and bored. Dock a new module with capacity for eight kerbals and an orbital tug with at least 900d/v for joyrides." "The Pol Mobile Research Station crew has been in space for {time}. Bring them home and bring four fresh kerbals to take their place.
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# ¿ Jan 14, 2015 18:36 |
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Palicgofueniczekt posted:Be careful when capitalizing his name, though. More than one goon found out the hard way.
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# ¿ Jan 15, 2015 01:00 |
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# ¿ Apr 23, 2024 21:28 |
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Count Roland posted:Are inclination changes more efficient close to a body, or further away from it? I feel like it should be further away but I'm not sure. It's such a big difference that it's often more efficient to boost your apoapsis higher, change inclination there, and re-circularize than it is to just adjust it in low orbit.
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# ¿ Jan 15, 2015 03:18 |