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Kerbal Space Program - Page 5

Forum Index > General Games
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Spazer
Profile Blog Joined March 2009
Canada8033 Posts
July 31 2013 17:48 GMT
#81
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 +
[image loading]

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.

http://wiki.kerbalspaceprogram.com/wiki/Tutorials

There's also a ton of video tutorials on Youtube, such as Scott Manley's series and whatnot.
Liquipedia
deth2munkies
Profile Blog Joined April 2010
United States4051 Posts
July 31 2013 19:37 GMT
#82
Just for the record, xkcd.com:

[image loading]
Blazinghand *
Profile Blog Joined December 2010
United States25559 Posts
Last Edited: 2013-08-04 09:40:12
July 31 2013 20:01 GMT
#83
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

+ Show Spoiler +
[image loading]


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.

Be strong, Jebediah.

+ Show Spoiler +
[image loading]


Second attempt and Jebediah has been united with his fellow astronauts~

[image loading]

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

[image loading]

the skycrane got him the rest of the way before decoupling and blasting off into space

[image loading]
When you stare into the iCCup, the iCCup stares back.
TL+ Member
Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
August 04 2013 21:44 GMT
#84
I just bought this spontaneously, I'm anxious to try it out! Any tips?
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
nimbim
Profile Blog Joined June 2009
Germany985 Posts
Last Edited: 2013-08-06 00:44:39
August 04 2013 23:03 GMT
#85
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.

Getting into orbit:
+ Show Spoiler +


Land on and return from Minmus (recently updated for 0.21):
+ Show Spoiler +
Body_Shield
Profile Blog Joined February 2011
Canada3368 Posts
Last Edited: 2013-08-23 20:14:39
August 23 2013 20:14 GMT
#86


These tears, they won't stop
So, five-card stud, nothing wild... and the sky's the limit
Mandini
Profile Joined April 2011
United States1717 Posts
August 23 2013 20:20 GMT
#87
Just love KSP cinematics, its a surprisingly good medium
ghost_403
Profile Joined September 2010
United States1825 Posts
August 24 2013 13:07 GMT
#88
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 love KSP.
They say great science is built on the shoulders of giants. Not here. At Aperture, we do all our science from scratch, no hand holding. Step aside, REAL SCIENCE coming through.
nimbim
Profile Blog Joined June 2009
Germany985 Posts
September 11 2013 04:35 GMT
#89


Can't wait to give missions a purpose with R&D.
Body_Shield
Profile Blog Joined February 2011
Canada3368 Posts
September 12 2013 21:14 GMT
#90
So, five-card stud, nothing wild... and the sky's the limit
nimbim
Profile Blog Joined June 2009
Germany985 Posts
Last Edited: 2013-10-16 19:48:27
October 16 2013 19:48 GMT
#91
KSP 0.22 is out!
Science!


Torte de Lini
Profile Blog Joined September 2010
Germany38463 Posts
October 16 2013 21:24 GMT
#92
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 ):
https://twitter.com/#!/TorteDeLini (@TorteDeLini)
iGrok
Profile Blog Joined October 2010
United States5142 Posts
October 16 2013 22:30 GMT
#93
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.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
nimbim
Profile Blog Joined June 2009
Germany985 Posts
Last Edited: 2013-10-17 03:00:10
October 17 2013 02:24 GMT
#94
On October 17 2013 07:30 iGrok wrote:
Show nested quote +
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.
iGrok
Profile Blog Joined October 2010
United States5142 Posts
October 17 2013 02:35 GMT
#95
On October 17 2013 11:24 nimbim wrote:
Show nested quote +
On October 17 2013 07:30 iGrok wrote:
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.
MOTM | Stim.tv | TL Mafia | Fantasy Fighting! | SNSD
nimbim
Profile Blog Joined June 2009
Germany985 Posts
Last Edited: 2013-10-17 02:55:06
October 17 2013 02:45 GMT
#96
On October 17 2013 11:35 iGrok wrote:
Show nested quote +
On October 17 2013 11:24 nimbim wrote:
On October 17 2013 07:30 iGrok wrote:
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.
Amui
Profile Blog Joined August 2010
Canada10567 Posts
Last Edited: 2013-10-17 08:48:46
October 17 2013 08:47 GMT
#97
0.22 is out now, science time!

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.
Porouscloud - NA LoL
PandaCore
Profile Blog Joined September 2010
Germany553 Posts
October 17 2013 09:01 GMT
#98
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)
I has a flavor
Talin
Profile Blog Joined September 2010
Montenegro10532 Posts
October 17 2013 09:20 GMT
#99
Oh, time to play this again.

I'm going to give career mode a go. Might actually have to build some rockets this time, my 90% playtime so far was building spaceplanes.
Jetaap
Profile Blog Joined November 2010
France4814 Posts
October 17 2013 14:22 GMT
#100
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..
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