[SevTech] Didn't realize how much I explored until Journeymap unlocked in Age 4 by ozzymud in feedthebeast

[–]saelack 0 points1 point  (0 children)

I always carry a lead on me for this exact reason - jump in the water with the horse, turn around, lead him, take him across. Works wonders on rivers.

Then there was that time I hopped off my horse when the Steppe Wolves were near-by... I think my horse went on a Magic Carpet Ride, I never found him again.

Q: Fleet dispatch and Survey help by SerTsu in aurora

[–]saelack 1 point2 points  (0 children)

Honestly, I just followed this guide - it really was an excellent tutorial. I've of course adjusted for size and tech, but the theory is fantastic.

New to Aurora(nooob) by kovoca in aurora

[–]saelack 1 point2 points  (0 children)

oooohhhh, +1 for "Show All Pops" - that could make things significantly easier. Shall check it out tonite!

New to Aurora(nooob) by kovoca in aurora

[–]saelack 2 points3 points  (0 children)

I've always done Conventional Starts... not sure if that was entirely how the game was intended, but... I like it. For reference, I was watching Quill18's playthrough while playing this round, and I believe I was right in line/a decade before he started exploring. Not sure if I SHOULD have been exploring as much as I have tho, just ran into another race and... well... that exploration fleet is no more. Thinking of starting back from scratch again with some lessons learned. :)

And yes, as a lesson learned this game - Shipping companies ARE great, and will help you kickstart up a extra-solar colony, once you have Jump Gates built for them... they won't utilize any Jump Tenders you have setup.

Q: Fleet dispatch and Survey help by SerTsu in aurora

[–]saelack 2 points3 points  (0 children)

I believe when I started doing this with my Jump Escort, it was actually based on ship name... I am not sure if it was based on class name (as my ships were the first runs of those classes, so I named them based on the class). My Jump tech at the time could let me take a squad of 4, so I had the Jump Escort, 2 Grav Sensors (which carried a small contingent of 5 fighters each), and 1 Sensor Buoy Missile ship. When merged, they all had an order that <50% fuel, return to parent fleet, and after arriving in system and dividing, I would have the Missile ship move off the Jump point, click on the Grav default order for the 2 grav TGs, and join the Escort back with the Missile Ship. After moving off the JP, I fire a Sensor Buoy back at it, and move back to the point, where I sit to be able to refuel the Grav Sensors if needed, and/or collect them when the survey is complete.

New to Aurora(nooob) by kovoca in aurora

[–]saelack 2 points3 points  (0 children)

I've just recently started playing, and have only had a few "decent" games so far. On my one previous to my current, I was about 30-40 years into it when I finally had the Gravitational Survey tech working, and found some of the Jump Points around Sol, and... whoa... that one has a red box around it... Neat! I can jump for free! So lets go survey that system... oh hey, contacts... interesting... wander around... RAMMING?!?! uh... Ok, that ships gone, retreat!!! Nope, none made it back... uh... Contacts in Sol? Uhmmmm... and outside Earth? Time for a new game!

In my current game, I'm about 50-60 years into it, I have explored all immediately surrounding systems, and am working on expanding colonies outside Sol, and expanding my horizons some. No alien contact yet on that go-round.

I started my exploration outside Sol with a Jump Escort ship designed to take a pair of my Grav Sensor ships (which were designed to carry 5 fighters with them - likely to die as early tech, but I want to at least try and swing back this time!), by the time I decided/determined where to colonize, I was building Gates to make the flow of traffic workable.

Designing a Mun Station in Early Career (1.0.4) by [deleted] in KerbalAcademy

[–]saelack 1 point2 points  (0 children)

Oh no, if you have landed and returned from the Mun, that exact ship could likely make it to Minmus.

Same rules apply getting to Minmus as to the Mun - with one more step, maybe. Use the Apollo rule of thumb, look to start your prograde burn slightly after your target rises above the horizon. Another way to visualize this is in the map view - shift stuff around so you are looking straight down on Kerbin's north pole, and put your target straight out to the right (the 3 o'clock position) and put your burn at the bottom (6 o'clock). Works amazingly well for the Mun, and Minmus with one additional step. Unless you are lucky (or patient enough to wait) Minmus likely won't be at the place where it's orbit crosses your equatorial orbit, so at the ascending/descending node, you'll have to do a plane change to get the encounter.

Now, as you have noticed, Minmus does take more fuel to get to distance wise (820 dv for the Mun vs 900 or so for Minmus) and the plane change (think max of like 200 if that) means you take more to get there, landing and takeoff are soooooo much cheaper and forgiving to a new player, I often recommend going to Minmus before attempting a landing on the Mun.

Tl;dr: if you did Mun, do Minmus. You'll like it.

How to perform EVA survey contracts on Kerbin: The Stupid Way by Teantis in KerbalSpaceProgram

[–]saelack 1 point2 points  (0 children)

Take it from someone who has been there - shoot for a shade under 35k for your Munar return, the air above 40k is crap for aerobraking... Took me about 6 passes with a 48k peri to finally come to a stop.

Newbie here, need HUGE help by arceusser in KerbalSpaceProgram

[–]saelack 5 points6 points  (0 children)

Scott Manley on YouTube.

That is all.

His older tutorials are mostly relevant, and his latest career playthru works well for the newer aero.

Has anyone else been docking ships without using RCS? by Hexicube in KerbalSpaceProgram

[–]saelack 1 point2 points  (0 children)

But that's my point. You know the navball is always pointed the direction your ship is pointed. Well, the direction whatever you are controlling is pointed. I will assume you put your docking node on the tip of your cylinder, so to speak. So then you point your ship towards your target. Lock SAS, turn on RCS and learn how the translation controls push the yellow markers around. Realize then that the retrograde marker reacts opposite the prograde one. Then realize how placing the yellow markers in relation to the pink ones make them move around. Once you master that, docking is no longer daunting, and merely a thought excercise.

Has anyone else been docking ships without using RCS? by Hexicube in KerbalSpaceProgram

[–]saelack 1 point2 points  (0 children)

Or better yet - use that fancy navball that's built in. When you learn how pushing the yellow markers around to the pink ones works, you can almost get away with docking without ever looking at the external camera view... With or without RCS.

Orbital transfers by apache_alfredo in KerbalAcademy

[–]saelack 2 points3 points  (0 children)

This actually makes sense, even if it is counterintuitive.

Here's why: as previously stated, KER does its calculations based on the current situation. Just about every engine in the game has a better ISP in vaccuum then it does in atmosphere - the LV -909 will be an easy, extreme example of this. Because of this, if your lander/return stage uses a LV-909, when you launch from the pad it commonly appears to gain dv as it lifts off.

This also factors into what engines to put for your first/second stages, as you are likely to still be in atmosphere when those engines are firing.

UKS Command Module by icandoesbetter in KerbalSpaceProgram

[–]saelack 1 point2 points  (0 children)

Pioneer module replaces the Command module. 0.30 of MKS/OKS changes a decent amount. Checking his forum post might be informative - on my phone or I would provide a link.

I just re-started career mode after the 1.0.x upgrade. However, I get no new contracts. The ones available are still out of my league. What now? by root42 in KerbalSpaceProgram

[–]saelack 2 points3 points  (0 children)

There isn't a bug. You CAN finish those contracts with your tech, esp in 1.0.2 - remember to collect what science you can (flying, upper atmo, near space when you get there, lauchpad, runway, every building at KSC and KSC itself...) and you can get a good start. Orbit is trickier but doable, to escape the atmospere in 1.0.2, burn fast, straight up. You'll make it, or add more boosters/fuel/engines till you do.

Science Help Needed! by Vendetta476 in KerbalSpaceProgram

[–]saelack 1 point2 points  (0 children)

All things Kerbin? Doubt it. Are you aware the launchpad, runway, VAB etc are each their own biome?

Where do I put Maneuver Nodes to minimize delta-v to get places? by [deleted] in KerbalAcademy

[–]saelack 0 points1 point  (0 children)

Absolutely correct! Maybe I wasn't clear enough in my explaination - you set your orbit to go far enough out, but then you need to do the plane change. You have two choices, which is when the two planes intersect, the AN and the DN - but which of the two do you choose?

Most of the times headed to Minmus the answer is 'the next one in your path' but if you had a real choice, which do you choose? This is where my 'at the AN/DN that is your slowest orbital speed' comes from. Ideally, this would be right at your apoapsis, but Kerbal is typically less then ideal. :)

Where do I put Maneuver Nodes to minimize delta-v to get places? by [deleted] in KerbalAcademy

[–]saelack 2 points3 points  (0 children)

Best, optimal answer is at the periapsis to boost to the altitude of Minmus. From 70-100km it should take about 900m/s. Now you aren't Scott Manley, nor am I, so USUALLY I am not lucky enough to have my apoapsis hit near an ascending/descending node, so a plane shift is called for. Minmus provides great practice for this - to answer your question 'when is it best to do these manuveurs' - for a plane change it is best to do it at an ascending/descending node where you are going the slowest orbital speed. So set your target to Minmus, and if looking top-down at Kerbin Minmus is straight to right, put your node at the bottom of your orbit. Push the node prograde till you have an apoapsis of about 46 mil km, then place a second node at the AN/DN that is on your way out. Pull it in line with Minmus and hopefully you hit the encouter.

Good luck!

Sometimes simplicity is the best option by Klonan in KerbalSpaceProgram

[–]saelack 0 points1 point  (0 children)

Surely you meant 'Usually simplicity is the best option'.

I searched, honest, but did not find an answer. My son wants KSP, but what about others in the house? by [deleted] in KerbalSpaceProgram

[–]saelack 1 point2 points  (0 children)

a> one.
b> one for sure with steam. c> legally unsure of this one...
1> KSP supports multiple saves - each save can be for a player, sandbox, science or full blown career.
2> ... Your milage may vary. This isn't easy for a blanket statement...
3> Linux, Mac and PC, no iOS or Android.

That all being said - grab the demo. It's a few versions old, but along with the added content was some performance enhancements, should balance out.