Kerbal space program rename ship in orbit




















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Select "OK" to and click away from the craft to remove the right click menu. Try playing around with a few stock ships and ships from the forums.

Try breaking the design down into 3 main stages or sections. The first being the boost stage. This stage is your least efficient stage with the most power and biggest rockets. Solid rocket boosters also provide high thrust but remember that you can't turn them off! This will push your apoapsis up to around 70— kilometers 43—62 mi.

Your third stage or orbital module should be used only to circularise your orbit and de-orbit and an LV or Poodle engine attached to a small fuel tank like the FL-T or X will be fine. Keep 'Delta-V' in mind. Your delta-V is linked with the fuel capacity, weight and efficiency of your rocket. Get in the mindset. Ok, to do this you are going to need to think big. KSP is not for the faint of heart, It's a giant universe out there, get ready for it!

Launch your rocket. At this stage you simply want it to go straight up until you reach an altitude of 10 kilometers 6. Obviously, some rocket designs will require full thrust at launch, it is simply good practice to not exceed terminal velocity so that you don't waste fuel.

Perform your 'Gravity Turn'. The gravity turn is the manoeuvre that will start giving you lateral velocity. You will want to tilt over to about 45 degrees east right , this angle will allow your craft to continue to rise into the skies while gaining that needed lateral velocity. It is always good practice to launch your rockets into an anti-clockwise orbit an eastward gravity turn as this will let the planets rotational velocity add to your orbital velocity. Your apoapsis is the highest point in your orbit and is marked in the map view by 'Ap'.

You will want to warp to your apoapsis for your next burn. Perform your circularization burn. At this point you will be changing your sub-orbital trajectory into an orbital trajectory. Enjoy the view! If you have followed these steps correctly, you should be looking at a rather round planet! Well done! Remember to come back home, point the ship with WASD at the retrograde marker, the yellow circle with the cross through it against your direction of travel and burn until your periapsis is below about 20 kilometers 12 mi.

Try adding wings or fins near the bottom, top, or both ends of your rocket. Be sure to add an appropriately sized SAS module somewhere on your rocket, likely near or conected to the command pod or probe and enable it with T. If you suddenly spin out during this, try not to move too much during liftoff, or it's possible you've ran out of electric charge.

Try changing your design if it continues to be a problem. Yes No. Last edited by jamesc70 ; 9 May, pm. Rickenbacker View Profile View Posts. I really, really recommend getting Kerbal Attachment System KAS and using the strut attachment points to stiffen your ship up after assembling it in orbit.

It makes all the difference in the world. Efficient as in your game won't be as much of a slideshow if your rocket is particularly large or your PC particularly slow, your fuel tanks will all be topped off, your vessel begins its voyage in a low G environment with no atmosphere, and so on.

None of this is to mention the challenge and awe factor of creating a huge ship in space. Last edited by Enward Pass ; 9 May, pm. Ottomic View Profile View Posts. Extraplanetary Launchpads [forum. You can always try this mod if you wanna build stuff outside Kerbin. It's a pretty boss mod overall, and it includes resource transportation and assembly in space. Having tons of clampotrons in your ship isn't the best way to make sure it'll stay in one piece under acceleration.

I second Mechjeb use if you want to see it done and try afterwards. No need to see awkward Youtube videos if you don't want to, and it's one of the best ways to learn about how to do stuff. Last edited by Ottomic ; 10 May, am.



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