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Kerbal space program controls cheat sheet
Kerbal space program controls cheat sheet











kerbal space program controls cheat sheet

So instead I was thinking of a progression system that ties in the contracts. Once you get a lab somewhere you essentially have all the points you need to unlock the entire tree if you have the patience for it. So I was thinking about the progressions system in career mode and how I really don't like the science points. The mission is probably being really picky about what it considers "landing". Is it because i switched between craft in flight? Or because my return portion didn't have any legs or engines, just chutes? Has this been covered before and i should have searched the thread harder? It actually worked perfectly, heat shields play really well with slightly angled strut claws, but when i splashed down the mission refused to complete. Wary of messing with which craft has the 'landed on' flags if i docked, i built a tug probe covered in cubic struts to shove the empty command pod out of orbit by the heat shield.

#KERBAL SPACE PROGRAM CONTROLS CHEAT SHEET FULL#

The Mun and Minmus went fine, but i got greedy and tried to bring along a Hitchhiker full of tourists to do five missions at once and ran out of fuel a few million meters away from Kerbin. So, for the mission that asked me to land one craft on the Mun, on Minmus, and lastly on Kerbin itself, i've run into something a little odd? I'm intentionally being as verbose as possible in negotiations for my own amusement. to get a feel for how things work.Ĭorky Romanovsky fucked around with this message at 07:18 on May 23, 2015 At the highest point, go to map view ('m' key), toggle the navball (little icon bottom center, you can control your ship when the navball is visible), now try firing your engine when facing 90 degrees, 0 degrees, etc. So in order for your path to be above 70km, you need to burn your engines when you are above 70km.Įdit: Try to duplicate what you did before, but keep a liquid fuel engine (with a bit of fuel in it) for when you are near the top of your orbit (or hit alt+f12 and cheat infinite fuel). Unless you change Sphere of Influence, you will always return to the spot you are thrusting at. You are only changing the shape of the parts of your orbit where you are not. The instantaneous point where you are in your orbit where you are thrusting will never move. Think about your orbit as an elastic band that you can change the shape of by thrusting. I know it's a really small thing and I've got to be able to get orbits with absolute reliability, but ugghhh I've run at 100000x speed for 5 years now, and it's still there, drifting around, losing a few meters a year or something. So now I have to fire another ship up there. This is not enough to actually degrade the orbit in any kind of reasonable timeframe but it is, sadly, enough to not count as an orbit. I have a contract to place an artificial satellite in orbit so after a couple of tries I do so - only it dips below 70km at the periapsis (apoapsis is at like 1,100km ). I'm a scrub so I'm still getting used to the game, and I've achieved orbit a couple times, but not reliably.

kerbal space program controls cheat sheet

Maybe for science stations and interplanetary landers I should forget about final re-entry and send a shuttle up to them? Can I still get XP if they switch ships before returning? Is there a trick to planning where you touchdown on Kerbin, or is it better to never bother landing anything too heavy to handle a water landing in the first place? What's an efficient lander for multiple kerbonauts? I know I can stack 3x landing cans with 2 parachutes, or if I care less about weight the in-line cocpit and and mkII pod both have crazy crash resistance. I was too stubborn to send a rescue mission since really all I needed was some ground for a safe landing. I didn't have enough fuel to fully circularize my orbit and pick a Pe, so I was skirting off the upper atmosphere for 1-2 hops and praying for solid ground. How do you guys do return landings on Kerbin? I just spent an hour throwing myself into Kerbin at various angles until finally got a ground landing, my craft would break apart if the struts didn't touch down first.













Kerbal space program controls cheat sheet