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Thread: Kerbal Space Program

  1. #101
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    Basically I'm trying to land without a parachute and keep my guys alive using engine power. It's...hard.

  2. #102
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    If I don't go into orbit I can play lunar lander and bounce around with no issues. If I pass 5,000 meters though, well... Jeb seems to enjoy it.
    [COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
    [COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
    [COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
    [COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
    [/COLOR]

  3. #103
    The Theory and Practice of Teleportation Traakile's Avatar
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    I read on the KSP forums that some guy made a double launch, double landing rocket. It was supposed to launch for the first time, land on the ground with parachutes and then launch again. I tried it once and got it to work but the latest patch seems to have fucked over some of the parachute mechanics and it doesn't seem to work anymore. I'm still amazed how fun this game still is even though it's just looks like a plain old simple simulator.

  4. #104
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    Yeah, now if you pop the Chute under power, or while moving faster than ~300 M/S it snaps off.

    Actually, I need to do moar testing before I confirm those claims...
    [COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
    [COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
    [COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
    [COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
    [/COLOR]

  5. #105
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    Quote Originally Posted by Traakile View Post
    I read on the KSP forums that some guy made a double launch, double landing rocket. It was supposed to launch for the first time, land on the ground with parachutes and then launch again. I tried it once and got it to work but the latest patch seems to have fucked over some of the parachute mechanics and it doesn't seem to work anymore. I'm still amazed how fun this game still is even though it's just looks like a plain old simple simulator.
    Plain and Jebediah Kerman don't mix.
    [SIGPIC][/SIGPIC]

  6. #106
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    Quote Originally Posted by Comrade Comrade View Post
    Plain and Jebediah Kerman don't mix.
    Oh, how true you are.

  7. #107
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    How can Jebediah be so happy knowing his death is imminent?

  8. #108
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    Quote Originally Posted by Don Peyote View Post
    How can Jebediah be so happy knowing his death is imminent?
    Death is nothing but another challenge to Jebediah, and no challenge has every gotten the best of Jebediah Kerman.

    [SIGPIC][/SIGPIC]

  9. #109
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    Danger? What is Danger? I am invincible!

  10. #110
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    I fear Kerbal Space Program may be my next addiction, though its a p chill one. Watching my rocket silently orbiting Kearth is very relaxing.


  11. #111
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    Quote Originally Posted by Rowan Sjet View Post
    I fear Kerbal Space Program may be my next addiction, though its a p chill one. Watching my rocket silently orbiting Kearth is very relaxing.
    I wish there was a way to turn off the volume though :|
    [SIGPIC][/SIGPIC]

  12. #112
    The Theory and Practice of Teleportation Deniera's Avatar
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    Quote Originally Posted by Comrade Comrade View Post
    I wish there was a way to turn off the volume though :|
    Just use the sound mixer if youre on windows 7 or vista.

  13. #113
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    I am not, it's not that bad anyways, just slightly annoying that the option isn't there, along with any other options :|
    [SIGPIC][/SIGPIC]

  14. #114
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    They're adding options in the next patch, which should be around the 8th of August if the KSP forums are to be trusted.

    Here are the features for the 0.9 release:

    Estimated release date: Aug/08

    New:
    * Massive overhaul on the staging mechanics.
    * Stages are now persistent when manually edited.
    * Stages are now stored in relative values. This means they're now smarter
    * Parts can now specify their preferred relative stage though the cfg
    * Editing the staging sequence now creates Undo states.
    * The Debug Console can now be opened in the loading screen to debug load problems

    * Input Mapping screen
    * Video settings screen
    * Audio settings screen
    * Mini-settings screen for the in-game pause menu.

    BugFixes:
    * Fixed a bug that caused parts to activate out of sequence sometimes.
    * The scroll wheel is no longer read if the application is unfocused.
    * Staging lock is now preserved if the application is unfocused and refocused.
    * Fixed the MET clock, which would loop back to 00:00:00 when a mission went on for longer than 24 hours (I'm amazed someone found it )


    This list will grow as new features and fixes are implemented. Features marked in green are already implemented.

  15. #115
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    Quote Originally Posted by Traakile View Post
    They're adding options in the next patch, which should be around the 8th of August if the KSP forums are to be trusted.

    * Stages are now persistent when manually edited.
    * Fixed a bug that caused parts to activate out of sequence sometimes.

    Awesome!
    [SIGPIC][/SIGPIC]

  16. #116
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    I think I might get in trouble with this, but I must admit; structurebashing is a lot more fun after I found out about this game.

    It's also nice that they're reworking the staging system. Now it starts to feel really awkward after you have to move a lot of stuff from the last stage to the first stage and in some cases stuff starts to bug out hardcore.

    Lately I've been also having problems with parts getting stuck on the launchpad or just simply blowing apart for no apparent reason. I suspect Jeb has a hand in this, that rascal.

    Edit: And the parachutes are still not working properly. My quad-launch-and-land rocket still fails to land for the first time.

  17. #117
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    Quote Originally Posted by Traakile View Post
    I think I might get in trouble with this, but I must admit; structurebashing is a lot more fun after I found out about this game.

    It's also nice that they're reworking the staging system. Now it starts to feel really awkward after you have to move a lot of stuff from the last stage to the first stage and in some cases stuff starts to bug out hardcore.

    Lately I've been also having problems with parts getting stuck on the launchpad or just simply blowing apart for no apparent reason. I suspect Jeb has a hand in this, that rascal.

    Edit: And the parachutes are still not working properly. My quad-launch-and-land rocket still fails to land for the first time.
    I used to get the problem with stuff blowing up for no reason a lot, and it was because stages would not fire like they were supposed to. The order on the left was lying to me The only fix for me was to take off the part right under the capsule (basically the top part) and the put it back so everything would reset stage wise and set it up properly again. It sucked dick but no choice.
    [SIGPIC][/SIGPIC]

  18. #118
    The Illinois Enema Bandit Zakhodit's Avatar
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    * Fixed a bug that caused parts to activate out of sequence sometimes.
    I don't think this is fixed... Many Kermans died to bring us this information.

    Quote Originally Posted by Comrade Comrade View Post
    I used to get the problem with stuff blowing up for no reason a lot, and it was because stages would not fire like they were supposed to. The order on the left was lying to me The only fix for me was to take off the part right under the capsule (basically the top part) and the put it back so everything would reset stage wise and set it up properly again. It sucked dick but no choice.
    That often causes me more issues but that prolly has more to do with my oddball set ups.
    [COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
    [COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
    [COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
    [COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
    [/COLOR]

  19. #119
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    Quote Originally Posted by Zakhodit View Post
    I don't think this is fixed... Many Kermans died to bring us this information. That often causes me more issues but that prolly has more to do with my oddball set ups.
    If you start mixing stuff that it doesn't like it seems to fuckup :/ So bigger ones/more stages seems to do it for me.
    [SIGPIC][/SIGPIC]

  20. #120
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    Quote Originally Posted by Comrade Comrade View Post
    So bigger ones/more stages seems to do it for me.
    That's what she said.
    [COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
    [COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
    [COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
    [COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
    [/COLOR]

  21. #121
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    Just figured out how to properly use the orbit calculator at the KSP site. According to my calculations, I should be at a stable orbit around Kearth at altitudes of 101077m apoapsis and 100914m periapsis.

    Currently 100750m and falling...
    Math never was my strong point, Jeb doesn't seem to mind.

  22. #122
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  23. #123
    The Theory and Practice of Teleportation Traakile's Avatar
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    Finally managed to land with rockets only, had to use a custom part pack though.

    Attachment 1271

    Next objective: Land upright.

  24. #124
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    Confirming that I've built a rocket that can completely escape gravity and maintain a constant speed of 4km/s

  25. #125
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    There was a thread on the KSP forums about escape velocities, though they were about orbital escape velocities. But if I recall correctly, the 3.3k m/s was the mark where there was no turning back.

    I'm not sure if you can completely escape the effects of Kearths gravity as it is the only gravitational thingie in the game. Some were arguing, on the KSP forums again, that you can't escape it and you'd always just end up drifting towards Kearth no matter how fast you go. I've yet to even understand all the mechanics involved in this game let alone the physics modelling in it so I'll be content with a rocket scientist giving me a "maybe".

  26. #126
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    Quote Originally Posted by Traakile View Post
    There was a thread on the KSP forums about escape velocities, though they were about orbital escape velocities. But if I recall correctly, the 3.3k m/s was the mark where there was no turning back.

    I'm not sure if you can completely escape the effects of Kearths gravity as it is the only gravitational thingie in the game. Some were arguing, on the KSP forums again, that you can't escape it and you'd always just end up drifting towards Kearth no matter how fast you go. I've yet to even understand all the mechanics involved in this game let alone the physics modelling in it so I'll be content with a rocket scientist giving me a "maybe".
    If you do it would take years to do so :| After having stayed at a constant speed for a week decelerating that slowly would be a lifetime endeavor :P
    [SIGPIC][/SIGPIC]

  27. #127
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    Quote Originally Posted by Comrade Comrade View Post
    If you do it would take years to do so :| After having stayed at a constant speed for a week decelerating that slowly would be a lifetime endeavor :P
    The good thing is that they were planning a time lapse to speed up orbiting and other maneuvering stuff. I'd like a real time space program of my own but sadly real life has its downsides, work being one of them.

  28. #128
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    A little update:
    I found out today that they released the 9.0 experimental build already. The build just happens to be just awesome and the best part is, the staging system works like a charm.
    Then I noticed they added struts to the game and here's what happened:

    I found out that struts were a bitch to place correctly but I eventually managed to connect everything together.

    Launch time!

    This fucker is going places.

    A fitting end to Jebs journey, tried to activate the last stage and this happened.


    All in all, the struts make larger rockets extremely stable and seem to make them a lot easier to build. Separating stages seems to cut struts off and leave the metal pole on the side you first attached it to.
    Also the parachutes seem to work as intended again, as least in the way that you can do a double landing with them again.

  29. #129
    The Theory and Practice of Teleportation Traakile's Avatar
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    Latest version is supposed to have a movable part that could act as a rudder or some other thing. All I could see was the possibility of making a rocket powered bird.

    Code:
    Estimated Release Date: Sep/02
    
    New:
    
    * The R8 Winglet now responds to input, and can be used as an elevator, canard, aileron, rudder, or any combination.
    
    Cheers

  30. #130
    Whoremonger fpshacker's Avatar
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    This is a really fun game. Does anyone have lag problems with mods though? I have a niceish pc and this game hardly is using any resources but is still lagging a bit.

  31. #131
    Slowly Dying Like Dried Grapes Vonqueesha Shenaynay's Avatar
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    I managed to get into space, but fucked up the orbit and just kept drifting into space. It took an hour for me to plummet to the earth in my pod.
    [B]I PAID 25 EUROS FOR A SIG AND ALL I GOT WAS THIS SHITTY TROLL ATTEMPT[/B]

  32. #132
    The Theory and Practice of Teleportation Traakile's Avatar
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    Quote Originally Posted by fpshacker View Post
    This is a really fun game. Does anyone have lag problems with mods though? I have a niceish pc and this game hardly is using any resources but is still lagging a bit.
    It does that, I think it has something to do with how the part colliders or something work while building massive ships.
    Quote Originally Posted by Vonqueesha Shenaynay View Post
    I managed to get into space, but fucked up the orbit and just kept drifting into space. It took an hour for me to plummet to the earth in my pod.
    http://kerbalspaceprogram.com/~kerba...biting_(Basic)
    There's a tutorial on basics of orbiting Kearth. The big thing to look out for is the horizontal velocity at the apoapsis/periapsis. For exampe to get a stable orbit @ 50km you need 2330.6m/s to have a perfectly non-elliptic orbit.

    http://kerbalspaceprogram.com/forum/...hp?topic=647.0
    That's a more accurate orbit calculator. You can make easy orbit transfers and correction maneuvers by calculating the needed velocities at the appropriate points of orbit.
    Getting stuff to stay up in space forever is kinda easy, just strap a metric shitton of liquid boosters together and off you go. The hard part is getting a stable orbit with nearly no eccentricity. Extremely eccentric orbits are mostly boring stuff to watch, mostly due to the fact that it takes over an hour to see a full orbit compared to an 50km orbit which takes around 25 minutes.

  33. #133
    Slowly Dying Like Dried Grapes Vonqueesha Shenaynay's Avatar
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    I kinda just wanted to build a big ass rocket that would either go to space or explode in a fire on the way up. The math stuff isn't fun for me.

    Thanks though
    [B]I PAID 25 EUROS FOR A SIG AND ALL I GOT WAS THIS SHITTY TROLL ATTEMPT[/B]

  34. #134
    The Theory and Practice of Teleportation Traakile's Avatar
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    Math isn't supposed to be fun, that's the whole point.

    But if you want big rockets that go BOOM, I suggest you try out the custom part packs. They make it a lot more fun than the three original parts you get with vanilla KSP.

    For the non-googling folk

  35. #135
    The Theory and Practice of Teleportation Traakile's Avatar
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    So they redid the atmosphere in a way that it doesn't cut off at 34500 meters anymore and goes up to 68km IIRC. This of course means that the rockets don't have to plow through 35km of atmosphere that's the equivalent of jello.
    That in mind; they are finally ready to implement the stuff that would, in the future, allow them to stick a real live moon out there.
    And without further rambling:
    Code:
    Estimated Release Date: Oct/10
    
    New:
    * Overhauled Space Center terrain area in both flight and space center scenes.
    * Integrated Orbital Analysis/Propagation system.
    * In-Flight Time Compression.
    * Orbital "Map" View.
    * Orbit Display.
    * Improved Space Skybox Background.
    * Better terrain textures.
    * RCS (Reaction Control System) Module Part.
    *  Advanced SAS Module Part: Uses input-enabled parts (like winglets and  RCS) to stabilize flight, but applies no forces of it's own. (code is done, just needs assets)
    * Splash-down effects.
    * New "Atmosphere" Gauge in the UI, indicates how deep the ship is in the planet's atmosphere.
    * The Orbit system can now track and propagate hyperbolic (escape) trajectories.
    
    Bug Fixes:
    * Added a simple but hopefully effective stall simulation for winglets and control surfaces.
    * Made a few optimizations to runtime loaded textures. Now they're compressed to DXT5 and support mipmaps.
    * The MET display will now start counting on liftoff instead of on flight start.
    * Tuned the terrain system a bit, to improve visual quality at high altitudes.
    
    
    Entries marked in green are already implemented.
    Edit: For those interested, the C7 Avioation pack is a damn fun partpack. Simply put it's a collection of parts that make building Kerbal jets a lot easier.

  36. #136
    The Illinois Enema Bandit Zakhodit's Avatar
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    So, planned to donate to the cause and also reserve a copy of the release version.

    This required registration on the forums. Started the process and waited for the email. Never came. Requested another email. Never came. Made a new user name, waited for email. See above...

    [COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
    [COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
    [COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
    [COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
    [/COLOR]

  37. #137
    The Theory and Practice of Teleportation Traakile's Avatar
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    I'll pay for it when they'll release a proper version of it. Meanwhile I'll just enjoy the free explosions in space.

  38. #138
    The Theory and Practice of Teleportation Traakile's Avatar
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    They released the experimental 0.11 verion a couple days ago and this morning they released the 0.11x2 experimental, which has a new RCS module which I've yet to try out.
    Also they fixed some of the issues with the time compression they added with the 0.11x1 experimental version.

    The few tries I got out of the time compression just shows how awesome it was. No need to wait for 30 minute orbital times to see if I fucked up my math. The in-game orbit map also makes getting into a "stable", albeit elliptical, orbit quite enjoyable. They also changed the water to be actual water instead of blue textured land which got me thinking. In the end, Jeb was cruising the seven seas of Kearth in no time in a true kerbal style, rocket powered boat.

    Edit:
    0.11 is out. Go get yours from the nearest KSP dispenser.

  39. #139
    The Theory and Practice of Teleportation Traakile's Avatar
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    Also just in:
    Well, here we go for a new update:

    New on 0.12:
    * A Moon
    * some other stuff.


    Cheers



  40. #140
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    Quote Originally Posted by Traakile View Post
    Also just in: ~stuff~
    Ill have to get back into this for awhile, keep forgetting i pre-payed it =D

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    The Theory and Practice of Teleportation Traakile's Avatar
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    Well the first experimental release of 0.12 is out, time to launch some little green men on the moon.

    Here's the download link for the interested.
    http://kerbalspaceprogram.com/forum/...p?topic=3683.0

    Edit: Jeb has orbited the moon!

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    The Illinois Enema Bandit Zakhodit's Avatar
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    OH snap!

    Download starts when I get home!
    [COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
    [COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
    [COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
    [COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
    [/COLOR]

  43. #143
    The Theory and Practice of Teleportation Traakile's Avatar
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    So after the test flight of my new space rocket I decided to land...

    Landing successful!

    After a few seconds Jeb notices something is wrong...



    Edit:
    Landing is hard.

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    Apparently I've given out too much Reputation in the last 24 hours, but when I can, I owe you.
    [COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
    [COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
    [COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
    [COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
    [/COLOR]

  45. #145
    The Alien in Our Minds Matos's Avatar
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    Fun game, my first 3 atempts failed on the Launchpad so i decided its impossible to attach wingie bits in a usefuel way.

    Next was loads of LO-Fuel tanks with a rocket. The maximum acceleration of that thing was 1m/sē or close to it, still made it into space and crashed on return. (Forgot the decoupler on the Capsule )

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    A small step for Jeb, a giant leap for Kerbalkind. The Munlander has touched down.

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    The Alien in Our Minds Matos's Avatar
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    I must have missed something important so ... what is rcs and what does it?
    Just recognized i always flew without it so far

    Ok i think i figured it out. Must have used the integrated one in the shuttle so far. Makes it soo much easier.

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    The Theory and Practice of Teleportation Traakile's Avatar
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    Quote Originally Posted by Matos View Post
    I must have missed something important so ... what is rcs and what does it?
    Just recognized i always flew without it so far
    Reaction Control System.
    It's pretty much a set of four thrusters set in four directions that help with orbital stuff and turning in space. Pretty much useless in the atmosphere.

    I think they are usually set in sets of four to provide the ability to change rotation or to "translate" to a direction (on the x y z axis).

    They also need a fueltank to work.

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    Where the fuck is the Mun? I don't even know which way to navigate.

    [COLOR=blue]"But I don't want to go among mad people," Alice remarked.[/COLOR]
    [COLOR=green]"Oh, you can't help that," said the Cat: "we're all mad here. I'm mad. You're mad." [/COLOR]
    [COLOR=blue]"How do you know I'm mad?" said Alice.[/COLOR]
    [COLOR=green]"You must be," said the Cat, "or you wouldn't have come here."
    [/COLOR]

  50. #150
    The Theory and Practice of Teleportation Traakile's Avatar
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    Press M for map view. It helps to understand where stuff is and how fast that stuff is flying towards you with lethal speeds. In this case, the Mun.

    The easiest way to get to the moon (I think, I'm no rocket scientist) is to achieve a somewhat circular orbit around the planet first and then on the next pass, right as you see the moon rise on the horizon, you burn to about 2.8k-3k m/s and get an apoapsis of 11 million meters. That should take you on a highly eccentric orbit which ends up passing the moon really close. You do need to do a retrograde burn to land on that damn rock but that's a whole different thing.

    The rocket itself shouldn't be that hard to make, you pretty much need a single tank to get off the moon and about 2 tanks of fuel in orbit to reach the moon and land. The problem is getting those tanks of fuel that high in the first place. Prepare for masses of solid booster rockets and ridiculously large explosions.

    The KSP how-to forum is a nice place to look for answers regarding spacestuff and rockets. Those bastards have way too much time on their hands.

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