Author Topic: Kerbal Space Program, Or: How I learned to stop worrying and love THRUSTERRRSSSS  (Read 348061 times)

I'm so bad at getting rockets to do what I want.

I've got one single rocket (with a few bits of data to collect from) sitting in polar orbit with Jeb at the wheel and no fuel left.

I've had a couple of rockets that have gotten near to orbit on top of that, and some have gone some distance.

I had one rocket that escape Kerbin, but was soon to shoot straight off into space no where near anything else, without enough fuel to renavigate.
So I managed to turn him back where he would land on the opposite side of Kerbin. But I got bored and sped it up, stupidly, and had forgotten to activate the final parachute stage, and it went too quick and he smacked into the ground and died.


I had another ship with a big chunk of data from the second science part, but when it landed (even though it had two parachutes) it landed on the parts and exploded. :/

And after that I don't know how to get a ship high enough into orbit, with enough excess fuel to get to the mun.
And I'm having difficulty getting myself to other biomes to get more science points. (although I haven't done the runway and launchpad yet).

I've no real idea how to use the maneuvre's properly either, and I spend so much time faffing about trying to set up a proper path that I usually miss the actual maneuvre anyway, and end up running out of fuel.


I'm definitely not a good astronaut.


would you be open to the possibility of downloading a program that would let someone help you in realtime during spacecraft construction?

would you be open to the possibility of downloading a program that would let someone help you in realtime during spacecraft construction?
Not really, primarily because that would mean I'd have to organise working with someone, and I spend most of my time asleep.
But that's nice of you to offer.

I'll actually grab a couple pics of some of my current rockets in a mo and maybe you can tell me where I'm going wrong


Edit: Hot off the press;

The Deathrap 2, which is the ship I managed to get into orbit in it's final stage. It's still orbiting currently.


The NotAGoodIdea 2, probably my stupidest design, but so far it's had some reasonably decent flights. I've not gotten it into orbit yet, but it did leave Kerbin at one point, and then as I described above occured, and Bill Kerman died.


The Quadribooster Mk3, which is one of my earliest designs. The really terrible decoupler's attached to the structural pieces was because at the time of creation I hadn't actually unlocked the radial decoupler yet. It works pretty well, but hasn't gone too far. I think I landed near the north pole.

My later designs for the Quadribooster haven't quite worked, and have mostly been a disaster of too many boosters shaking the thing to pieces or causing it to tilt over midflight and zip out of control.
« Last Edit: July 12, 2014, 09:07:32 PM by sir dooble »


you're honestly just not using enough fuel tanks and engines. you're capable of lifting a lot more than you think. i recommend checking out Kerbal Engineer for finding out some stats about your various rockets, since it vastly improves your efficiencies when you're constructing. thrust to weight ratio (TWR) and your total thrust capability (delta v) are really integral for getting anywhere.

jesus christ he's not even using radial-mounted decouplers

you're honestly just not using enough fuel tanks and engines. you're capable of lifting a lot more than you think. i recommend checking out Kerbal Engineer for finding out some stats about your various rockets, since it vastly improves your efficiencies when you're constructing. thrust to weight ratio (TWR) and your total thrust capability (delta v) are really integral for getting anywhere.
Thank you, that's very helpful

jesus christ he's not even using radial-mounted decouplers
I am for all my current things. I'm playing in career mode. The Quadribooster was before I had access to them, and both the Deathtrap and NotAGoodIdea have radials. (although currently on that specific NotAGoodIdea the solid boosters aren't connected properly, since they didn't seem to connect to the decoupler when I was trying to lower them.

I think building in KSP would be better if you could grab an object by a part of it and move it from that part.
So if I grabbed the top of a booster it would then move from the top, rather than it jumping to the middle, which makes it difficult to line big objects up.

You must really take into account that drag is terribly calculated in this game, for your benefit. Bad as in, this is my most effective rocket. Overengineer everything as best as you can. Dump all aerodynamic parts, they're just dead weight. Dump the winglets too, they're sort of a little useful for the first 7 km, after that they're dead weight. Your rocket's engines have thrust vectoring, meaning they can slightly aim their nozzle in a direction to steer. The best idea for you is to install kerbal engineer redux. It doesn't fly your rocket for you, or give you tips, but it gives you a delta-V measurement for your ship, which is basically a measurement for how many meters/second you can change your velocity with your current setup. More = good. Getting into orbit takes around 5000m/s dV (that is with a large marigin included). The main reason you should use this mod is that it tells you if your modifications to the rocket are making it better or worse. More boosters is not always good, for example if they weigh so much the rocket's acceleration gets down to such a low amount you spend way too much fuel even getting off the ground.

Also, great tip if I may say so myself: Kerbin has biomes. Each biome has it's own science. So for example, doing science above the ocean is different than above the desert. You might have known this. What you might not have known, is that it's really efficient to just make rocket 'hops' that get you halfway into space, but you land somewhere on Kerbin. Now, once you are landed, do science. All of it. Crew report, EVA report, science bay, goo canister, but most important of all, take a ground sample. Then hop into your rocket, and recover the vessel. This will give you a science boost. Funny how so many people start exploring the moon before they explore kerbin itself. Also, do note that there's 4 levels of altitute to get science at: ground, just above the ground (like literally 10 meters), space low above and space high above. I think for kerbin high space starts at 250 km height. So for each biome you can get 4 types of science.

EDIT: Just read the above posts. If you install kerbal engineer, if you want a successful rocket, make sure it has a delta V of at least 4700 m/s and a TWR of at least 1.25. If you're going to the moon take at least 6600 m/s dV with you. If you want to come back too, count on 7500 m/s.

P.S. If you launch a rocket, always always always launch EAST. This adds Kerbin's rotational speed to your orbital velocity, so you effectively need less fuel.

Source: I did my thesis on this game and recieved 82.3%
« Last Edit: July 12, 2014, 09:52:55 PM by TheArmyGuy »

Thank you, that's very helpful

also, since you mentioned having parachute problems, i'd check out RealChutes as well. there's a lot of fancy mechanics within it if you choose to tweak them, but they add their changes to stock chutes as well so you can still use them, but they're a lot better. the basic gist of RealChutes is it's not instant deployment, and it takes into account your craft weight and deployment height for slowdown. you can deploy them at 4x physical warp basically every time, and it's totally fine. this one's a preference though, i wouldn't consider it essential like kerbal engineer.

and for one final send off for the night, i present the greatest bug i've ever seen in this game:  http://youtu.be/2sy1DSVtPq0

massive snip

I find it better to just install FAR - it makes drag not be stupid.

and for one final send off for the night, i present the greatest bug i've ever seen in this game:  http://youtu.be/2sy1DSVtPq0
Oh god lol.

I find it better to just install FAR - it makes drag not be stupid.
for beginner users, FAR is the last thing they need. introduce them to the basic mechanics first, then ramp it up. if you don't have a grasp on the basic mechanics yet, adding even more difficulty will just push you away.

for beginner users, FAR is the last thing they need. introduce them to the basic mechanics first, then ramp it up. if you don't have a grasp on the basic mechanics yet, adding even more difficulty will just push you away.
Well that's true, but you wouldn't want them to not get used to one style of making a plane/rocket and then starting using FAR and have to learn another.

Also I started using FAR a few days after I started and it wasn't even hard, all you have to do is place the wings in the right location.
« Last Edit: July 13, 2014, 06:56:15 PM by Pah1023 »