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Author Topic: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission  (Read 1501939 times)

TheBronzePickle

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2730 on: December 02, 2012, 08:07:14 pm »

I'd say periapsis, so you end up moving faster than it and can slow down if you overtake it instead of trying to catch up if it passes you.
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Karlito

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2731 on: December 02, 2012, 09:30:38 pm »

You should try and get the station's orbit as circular as possible anyway, so it shouldn't really matter.
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BigD145

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2732 on: December 02, 2012, 10:16:02 pm »

MechJeb Beta is out. It's all sorts of messed up.
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Karlito

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2733 on: December 02, 2012, 10:25:50 pm »

Touch two docking ports together. One you get them close enough, they'll stick together, though sometimes I've had to disable SAS before they can become fully docked. There is a docking port part with a cover that needs to be opened, but you don't have to do anything special for the regular ports.
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Skyrunner

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2734 on: December 03, 2012, 02:43:48 am »

I have no idea how people dock stuff :/ You all talk of it like it's so simple ;_; I mean, I can't even aim my rockets good enough to be roughly similar to the station's orbit.

Though, the fact that my most recent space station part I wanted to dock with the rest of the station was rather unsteerable probably didn't help.
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2735 on: December 03, 2012, 03:02:43 am »

Learn on a easy situation, instead of going for the station.

Make a dockable craft, launch one at 150km circular and the other at 100

Now, the lower one will be faster, control that one.

Place a node on your orbit to bring your orbit AP at 151km

Now you should see two closest approach marker. Drag the node until the marker are aligned, then fine tune until the separation distance shown from the marker is < than 5km

Now perform that maneuver and you will be close and just a bit slower.
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Tobel

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2736 on: December 03, 2012, 03:04:51 am »

When you're all building these really advanced looking space stations, (like a large scale one) do you just bring up chunks at a time with a docking clamp and release it from the rocket once its docked at station? Nothing else really need be done?
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LoSboccacc

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2737 on: December 03, 2012, 03:05:45 am »

Then follow this:


@Everybody that sucks as much at docking as I did 30 minutes ago:

1: Set you docking target as target (duh)

2: Use planning to get a close approach, anything under 10 km will do.

3: When you use the target function, your prograde and retrograde icons(the green ones) on the navball is relative to the velocity difference of your target.

4: That means: burn towards retrograde, until you have no speed difference to the target.

5: Then burn towards the target(the purple icons on the navball) Now you are heading straight for the target.

6: burn retrograde again when you get close to the target.

7: repeat steps 5-6 until you are very close, then dock using rcs and the docking mode.
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sneakey pete

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2738 on: December 03, 2012, 03:43:29 am »

Wow, I just made a Hypersonic test craft. 8 fuel tanks, 2 engines 4 radial scoops and 2 axial ones, at a 22km cruise altitude it sits on about 1400m/s. and it has enough fuel to get around the planet.

Splace plane!
Spoiler (click to show/hide)
« Last Edit: December 03, 2012, 04:37:48 am by sneakey pete »
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Sean Mirrsen

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2739 on: December 03, 2012, 04:43:25 am »

When you're all building these really advanced looking space stations, (like a large scale one) do you just bring up chunks at a time with a docking clamp and release it from the rocket once its docked at station? Nothing else really need be done?
I was bringing them up in these large chunks dotted with RCS thrusters. Now that I have my flitter fleet in orbit, I can just detach the individual chunks, and have the flitters pilot them into position to dock on the station. Everything's done manually of course, but the small flitters make it easier.
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ank

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2740 on: December 03, 2012, 05:04:41 am »

My first mission was Apollo styled:
-snip-
Dude that's an huge and inneficient rocket. I've managed to land a larger module with a smaller rocket than that one.

Quite!
I just needed to go to the moon, and this thing brought me there, mission accomplished.

@LoSboccacc was just about to repost that! Once you realize the navball shows speed relative to your target, it becomes so easy.
« Last Edit: December 03, 2012, 08:02:53 am by ank »
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Chattox

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2741 on: December 03, 2012, 05:34:08 am »

The more I play this version the more I come to hate the tweaked physics. The mainsail engines are wobbly as all hell, meaning I have to use the launch stabiliser things every single time. On top of this, things seem overly ready to explode. Uncoupled some empty booster rockets, they begin to drift outwards, one of them taps my mainsail engine (not even running at this point) and the entire bottom half of my rocket explodes. Dafuq?
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sneakey pete

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2742 on: December 03, 2012, 06:06:02 am »

It would be nice to have some sort of mid range engine for the large size tanks. Though perhaps i should just be using a smaller engine and some of the radial ones to get that effect.
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Sean Mirrsen

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2743 on: December 03, 2012, 06:24:24 am »

For a midrange engine you should try a few regular ones on a tricoupler. And rocket engines are incredibly sensitive. It's just that there are no gradations of damage yet. If a detached booster rocket tapped your main engine IRL, you would have a severely damaged, and likely inoperable engine. In KSP, there is no "damaged", there are just "whole" and "exploded", so the engine does the only thing it can do in the situation, and explodes. Same thing with fuel tanks filled with fuel.
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Game One, Discontinued at World 3.
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peskyninja

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Re: Kerbal Space Program: Now Hiring Optimistic Astronauts for Dangerous Munission
« Reply #2744 on: December 03, 2012, 06:37:20 am »

i think he means a space station that can change what planet/moon/whatever it orbits.

Wouldn't weight imbalances make it spinning madly?
I should have predicted that. I guess I was to happy because I learned how to dock. Now I have a massive spinning cross floating arround mun.

For a midrange engine you should try a few regular ones on a tricoupler. And rocket engines are incredibly sensitive. It's just that there are no gradations of damage yet. If a detached booster rocket tapped your main engine IRL, you would have a severely damaged, and likely inoperable engine. In KSP, there is no "damaged", there are just "whole" and "exploded", so the engine does the only thing it can do in the situation, and explodes. Same thing with fuel tanks filled with fuel.

Tri couplers in midle stages suck. They make the whole structure weak. If atleast they worked as a decoupler too.


]Edit: Forgot to add that I've made some sort of space gas station, I'll use it to lauch ships with only the required fuel to get into orbit and get the rest of fuel there. I just need mech jeb to not expend 10 hours a day lauching cheap ass rockets with only fuel tanks as payload and docking them.

I really think the lack of midrange engines disturbing. 3 ~200 thrust ones and a 2500 thrust one. Devs where mad.(They were also mad with those ion engines, I'm aware that RL ion engines can barely lift a paper sheet here on earth but gameplay>realism.)
And what do you guys think about the addition of oxidizer and fuel ? I couldn't find a away to exploit that.
Edit ll: Screenshots still black I don't know what the hell is causing this so no pics of my cheap ass rockets.
« Last Edit: December 03, 2012, 06:49:20 am by peskyninja »
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