On July 31 2013 19:44 PandaCore wrote: Sky cranes can be really fiddly, saw on page 3 there are still pictures of my Mün beacon. I tried to land that one with a sky crane as well and it went spinning out of control several times. After 3-4 tries amazingly enough it somehow remained standing.
Hilarious result for your rover mission though, this game is just so amazingly fun. When I get home from work I'll try to get a rover mission done as well. Any ideas for targets?
Reminds me of my Duna mission a while back, the landing (thanks to parachute) was quite easy. The problem is that I don't have enough fuel to fly back. He's still quite happy though: + Show Spoiler +
The best part is the last panel implies that there were three kerbals in the command pod, so nobody was gonna get rescued anyways.
On August 01 2013 01:12 stormtemplar wrote: Can someone link me to a guide on how all these new things work? I last played this game in beta when there were only three engines, and mun was the only orbital body.
Things began to spiral horribly out of control as I tried to get a crew habitat up to my space station. luckily i always put parachutes on (a reasonable precaution given my shipbuilding and navigation skills) or Jeb the endlessly happy astronaut would have died horribly
oh man, I managed to get it up out of the atmosphere again. tried to get into an orbit but ran out of fuel. jetissoned deadweight. Looks like we'll be braving the atmosphere with just parachutes.
Second attempt and Jebediah has been united with his fellow astronauts~
you're probably wondering why there is a solar panel on the additional crew pod. The answer is that i'm so bad at maneuvering that ordinary batteries are not enough for me to successfully dock.
The next pod will probably contain some science facilities, communication devices, and a generator.
finally got a rover onto the moon. got him down to about 10 meters off the ground using just rockets
the skycrane got him the rest of the way before decoupling and blasting off into space
The Navball and map are your friends, learn to use them at all times. First thing you will need to learn is getting into a stable orbit, there are many video tutorials for that. Personally, I recommend Scott Manley, he is an astronomer and you can pick up lots of stuff about rocket science, astrophysics, etc. in his videos, which will help you design and fly better.
Just crashed a probe into on of Jool's moons. I put on xenon thrusters on it, so it had crazy long burn times. Spent hours on the burns to get it into orbit. Then I sent it a bit too close to one of the moons. Hours of work, gone.
I bought this game awhile back. Played it a bunch but could never get a rocket off into space. Or when I do, I no longer have any more rocket fuel to get anywhere ):
On October 17 2013 06:24 Torte de Lini wrote: I bought this game awhile back. Played it a bunch but could never get a rocket off into space. Or when I do, I no longer have any more rocket fuel to get anywhere ):
Here's the simple trick I learned. Launch up to ~10000m, turn 15 degrees east, switch to map mode, watch your projected path, and cut your engines when your projected path hits 75000m. Then angle your ship so that it points due 90 degrees east. Just before you get to the apex, turn your engines on again.
On October 17 2013 06:24 Torte de Lini wrote: I bought this game awhile back. Played it a bunch but could never get a rocket off into space. Or when I do, I no longer have any more rocket fuel to get anywhere ):
Here's the simple trick I learned. Launch up to ~10000m, turn 15 degrees east, switch to map mode, watch your projected path, and cut your engines when your projected path hits 75000m. Then angle your ship so that it points due 90 degrees east. Just before you get to the apex, turn your engines on again.
Not quite
Before you launch, change to map view and toggle the navball on the bottom of the screen, you don't want to search for it in panic mode. Go straight up to 10km, but keep your speed below 200m/s until you are there, otherwise you waste fuel fighting against the atmosphere. An easy way to keep track of the speed is to go in steps of 10m/s per 1km, i.e. 110m/s at 1km, 120m/s at 2km and so forth. That is not perfect but easy to remember and do. Go into map view if you aren't already. Once you are up at 10km start turning slowly eastwards (90° on your navball), but don't go too far away from your prograde vector (the yellow circle indicator) and throttle up slowly until you reach 45° and 100% thrust. Check your apoapsis and time until apoapsis. You don't want to shoot straight up to 70km+, but rather pick up as much horizontal velocity as possible, a good indicator for that is your time until apoapsis. Keep it between 40-50s and you can be sure that you have a good balance of vertical and horizontal velocity. Once your rocket reaches 35km turn over to 0° east to pick up orbital speed and shut down your engines once your apoapsis is as desired. You can get into a stable orbit at just above 69km, but I recommend going a bit higher (say 100km) to give you more leeway for your circulization burn. Once you are out of the atmosphere, create a maneuver node directly at apoapsis and pull the prograde vector until apoapsis and periapsis begin to switch sides (means that their numbers are close to equal), that will be your orbit. Do the burn and enjoy space.
On October 17 2013 06:24 Torte de Lini wrote: I bought this game awhile back. Played it a bunch but could never get a rocket off into space. Or when I do, I no longer have any more rocket fuel to get anywhere ):
Here's the simple trick I learned. Launch up to ~10000m, turn 15 degrees east, switch to map mode, watch your projected path, and cut your engines when your projected path hits 75000m. Then angle your ship so that it points due 90 degrees east. Just before you get to the apex, turn your engines on again.
Not quite
Before you launch, change to map view and toggle the navball on the bottom of the screen, you don't want to search for it in panic mode. Go straight up to 10km, but keep your speed below 200m/s, otherwise you waste fuel fighting against the atmosphere. An easy way to keep track of the speed is to go in steps of 10m/s per 1km, i.e. 110m/s at 1km, 120m/s at 2km and so forth. That is not perfect but easy to remember and do. Go into map view if you aren't already. Once you are up at 10km start turning slowly eastwards (90° on your navball), but don't go too far away from your prograde vector (the yellow circle indicator) and throttle up slowly until you reach 45° and 100% thrust. Check your prograde and time until apoapsis. You don't want to shoot straight up to 70km+, but rather pick up as much horizontal velocity as possible, a good indicator for that is your time until apoapsis. Keep it between 40-50s and you can be sure that you have a good balance of vertical and horizontal velocity. Once you reach 35km turn over to 0° east to pick up orbital speed and shut down your engines once your apoapsis is as desired. You can get into a stable orbit at just above 69km, but I recommend going a bit higher (say 100km) to give you more leeway for your circulization burn. Once you are out of the atmosphere, create a maneuver node directly at apoapsis and pull the prograde vector until apoapsis and periapsis begin to switch sides (means that their numbers are close to equal), that will be your orbit. Do the burn and enjoy space.
Yes, but what I said is simpler and will also work for someone unable to get into orbit. Once youve gotten it once, then go for more complex methods.
On October 17 2013 06:24 Torte de Lini wrote: I bought this game awhile back. Played it a bunch but could never get a rocket off into space. Or when I do, I no longer have any more rocket fuel to get anywhere ):
Here's the simple trick I learned. Launch up to ~10000m, turn 15 degrees east, switch to map mode, watch your projected path, and cut your engines when your projected path hits 75000m. Then angle your ship so that it points due 90 degrees east. Just before you get to the apex, turn your engines on again.
Not quite
Before you launch, change to map view and toggle the navball on the bottom of the screen, you don't want to search for it in panic mode. Go straight up to 10km, but keep your speed below 200m/s, otherwise you waste fuel fighting against the atmosphere. An easy way to keep track of the speed is to go in steps of 10m/s per 1km, i.e. 110m/s at 1km, 120m/s at 2km and so forth. That is not perfect but easy to remember and do. Go into map view if you aren't already. Once you are up at 10km start turning slowly eastwards (90° on your navball), but don't go too far away from your prograde vector (the yellow circle indicator) and throttle up slowly until you reach 45° and 100% thrust. Check your prograde and time until apoapsis. You don't want to shoot straight up to 70km+, but rather pick up as much horizontal velocity as possible, a good indicator for that is your time until apoapsis. Keep it between 40-50s and you can be sure that you have a good balance of vertical and horizontal velocity. Once you reach 35km turn over to 0° east to pick up orbital speed and shut down your engines once your apoapsis is as desired. You can get into a stable orbit at just above 69km, but I recommend going a bit higher (say 100km) to give you more leeway for your circulization burn. Once you are out of the atmosphere, create a maneuver node directly at apoapsis and pull the prograde vector until apoapsis and periapsis begin to switch sides (means that their numbers are close to equal), that will be your orbit. Do the burn and enjoy space.
Yes, but what I said is simpler and will also work for someone unable to get into orbit. Once youve gotten it once, then go for more complex methods.
Well, your post was too imprecise in my opinion. If you go above 200m/s before 10km and then only turn 15°, you will hardly be better off than before. To be blunt this sounds like the flight path I imagine he took before now. I don't think simplifying it so much is wise, at least the fundamentals of orbital ascent should be clarified. My post is mostly explanation and not a whole lot of instruction. At least I hope so.
Tried a variety of missions. I forgot to collect soil samples with my kerbals.
Did sundiving(~600 science), mun missions(~700) and minmus(900), as well as some eve orbits(~800)(I hadn't unlocked solar panels yet so repeated transmission was out of the question). Pretty proud of doing that without anything larger than 1.25m
I'll probably be able to unlock the rest of the tree tomorrow now that I have solar panels though. Shouldn't be too hard.
Played around a bit yesterday too, but was pretty late when I got to it. Looks quite promising and it's nice to have some sort of progression.
I think playing with the science system is probably better for a beginner now, since you're forced to make do with less parts in the beginning. When I started in sandbox mode I just built huge rockets that got nowhere because they were too big. It took quite some time before I really thought about fine tuning the rockets and be fuel efficient.
Though that gets negated by the fact that it's not properly explained yet. While it is nice to figure out things on your own for an experienced player, an overview of things that generate science or some sort of "missions" would be nice.
But all that's probably planned for the future updates. (Or maybe I missed it, was quite tired when I played)
The carreer mode is shaping up to be really fun, can't wait to play it again, basically i play for 10h or so every update, and it never cease to amaze me. The best I was able to do was to land on the Mars planet but I wouldn't be able to do it reliably, and I'm far from being able to do a roundtrip. I haven't managed to do an orbital rendez vous yet as well..