Kerbal Space Program

Kerbal Space Program

r u srs?
Yeah, kinda gave up on Career mode. Plus, by this point, I can go interplanetary. Please. PLEASE. Let this die a peaceful death.
Laatst bewerkt door DreadAngel; 17 jun 2015 om 8:23
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Ah very nice! Yeah I think you posted it as I was typing out my message.

Congratulations again.
Origineel geplaatst door Empiro:
Ah very nice! Yeah I think you posted it as I was typing out my message.

Congratulations again.
Thanks, dude. I totally screwed up the landing, though. At least the hatch wasn't obstructed. WORTH IT.
Keep at it! Follow my second piece of advice (always burn retrograde on the Navball) and you'll be able to stick the landing next time for sure!

One more bonus advice that I rarely see mentioned: you want to be accelerating toward the ground as you touch down to avoid bouncing. This either means cutting your throttle altogether, or just reducing it so that you see your speed slowly going up.
Origineel geplaatst door Empiro:
Keep at it! Follow my second piece of advice (always burn retrograde on the Navball) and you'll be able to stick the landing next time for sure!

One more bonus advice that I rarely see mentioned: you want to be accelerating toward the ground as you touch down to avoid bouncing. This either means cutting your throttle altogether, or just reducing it so that you see your speed slowly going up.
Yeah, I was burning retrograde and it fell over due to the slope.
did you get back home :O
Or is poor Jebediah stuck?

If so, check the "what did today in KSP" for my story on how i saved my jebediah from the mun :(

dont forget to dump bill
Origineel geplaatst door janickkoolhof:
did you get back home :O
Or is poor Jebediah stuck?

If so, check the "what did today in KSP" for my story on how i saved my jebediah from the mun :(

dont forget to dump bill
Jeb is orbiting Kerbin in a rocket with no fuel (I think it has no fuel). Bill is orbiting Kerbin in EVA and no, Lemdan is stick on the Mun.
You need to unlock new technologies. They're more powerful so it's easier to get on the Mun. Get the maximum of science points on Kerbin, around the Sun and around the Mun.
Origineel geplaatst door Greenblade The Bread Killer:
http://steamcommunity.com/sharedfiles/filedetails/?id=281914364
Not bad for a landing on the Mun, eh? (I totally ♥♥♥♥♥♥ it up)

I learned the hard way (i.e. same as you) that tall landers are unstable. I'd recommend trying to make them wider.
Origineel geplaatst door Judge Ted:
Origineel geplaatst door Greenblade The Bread Killer:
http://steamcommunity.com/sharedfiles/filedetails/?id=281914364
Not bad for a landing on the Mun, eh? (I totally ♥♥♥♥♥♥ it up)

I learned the hard way (i.e. same as you) that tall landers are unstable. I'd recommend trying to make them wider.
I don't have laddrs right now.
Eh, if your lander is roughly stable, then EVA packs should be enough to get back to the capsule, if you're careful.

One time I fudged the placement of ladders on my lander so I ended up having to use the lil dude's jetpack to get back to the command module. It's tricky, if you are going too fast you can potentially knock the lander over, especially if it's taller, narrow, or on a slope, but it is possible.

Also, if it helps, this was my second successful Munar lander and return craft in one:

http://steamcommunity.com/sharedfiles/filedetails/?id=233180522

The four tanks radially mounted are attached via radial decouplers, and they're ditched after they're emptied after ascent back into Munar orbit and then into a transfer to Kerbin.

My first successful lander:

http://steamcommunity.com/sharedfiles/filedetails/?id=210388034

I learned you don't really need RCS if your craft isn't huge, and learned that width helps a lot (tipped over so many times, thank goodness for quicksave). Also a wider lander means you should have more room for science parts, too.

I also learned that that wasn't enough fuel to make it back into a higher orbit and meet up with the return craft, which meant I had to do a rescue mission (the return craft didn't have enough to waste on meeting the lander). So, it was successful at landing, but uh, not much else. xD
Laatst bewerkt door Gralzeim; 6 jul 2014 om 9:55
Origineel geplaatst door Greenblade The Bread Killer:
Origineel geplaatst door Judge Ted:

I learned the hard way (i.e. same as you) that tall landers are unstable. I'd recommend trying to make them wider.
I don't have laddrs right now.

Most planets/moons don't need a ladder since you can use your rocket pack to get back in. Also on a side note I find it useful to have the command module detachable from the lander for when you get back to kerbin.

If you EVA you can take the science from the modules and put them in the command module. Much easier landing just the command module on Kerbin instead of the entire lander

Here is anothe one of my landers. I find it best to keep them simple. I've got RCS tanks to help with docking to the larger ship I used to get to and from Duna.

http://steamcommunity.com/sharedfiles/filedetails/?id=274462690
Laatst bewerkt door Blib Blob; 6 jul 2014 om 13:15
When it comes to landers falling over, I find that reaction wheels are powerful enough to keep you up as long as you have ASAS. As for the actual landing, I do some hard burns every few minutes from 100 km to 1 km, then I keep a slow steady burn going that lets me descend at a reasonable rate. make sure your nav ball shows your surface velocity, and keep an eye on that. Know your landing leg's impact tolerance, that way you know the max speed you should be going. Personally, I my order is get kerbin science, transmit sun science, get the 2.5 meter parts, ASAS, and solar panels, then try for a Mun landing with the Rockomax Poodle as your lander engine. With a skipper for your Kerbin orbit and half of Munar transfer, a poodle with a medium sized 2.5 m tank (the largest not orange one) you should be able to get your encounter, bring yourself into Mun orbit, land, take off, and get back to Kerbin, while still having fuel to reduce your decent speed if you come in over water.


Main tip for any landing, know your craft's impact tollerance. The science jr. is probably going to be the weakest thing on your landers, and they break at 6 m/s, so keep that in mind on water landings, as the glitchy physics in water guarentee that thing will break at 4.5 m/s. The basic landing legs can take up to a 12 m/s impanct, so you want to keep yourself around there for your Mun landing. (the suspention means landing legs are pretty forgiving if you're a bit too fast)

just save up and get yourself 2.5 meter parts, and landing will never again become a probem. (for a lander at least)
The secret is to do a few orbits and pick a good area for landing. Get into a low orbit with your mother ship before letting your lander go. Less distance to drop. 6500, 7000meters is as low as you want to go. Any lower you risk hitting mountain peaks. Make sure you have enough fuel to slow down orbit speed, and then do the descent. They both take a fair amount of fuel.
My very first munar lander used four radial engines for the descent. Then a poodle engine to return to orbit. (This was before I realized that the poodle engine was far more efficient on its own.) Problem is I like to design nosecones over my landers so the rockets look nice. When I jettisoned the nosecone that was over the engine, I realized I installed the decoupler backwards.
http://steamcommunity.com/sharedfiles/filedetails/?id=178700121
Even if I hadn't burned all my fuel to land, that engine was rendered useless. Above all it is my favorite Mun landing failure.
once you are in orbit around the mun, one small tank (FL-T400) and an LV909 engine should be enough to land a 1-man command pod (the Mk 1) and return it to kerbins atmosphere
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