Am I just ignorant? I'm trying to figure out from their forums how to add strap on boosters and such, and I keep having issues - like my rocket just sits on the pad and then blows up, because all the engines fire off at the same time.
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
' Wrote:Am I just ignorant? I'm trying to figure out from their forums how to add strap on boosters and such, and I keep having issues - like my rocket just sits on the pad and then blows up, because all the engines fire off at the same time.
You need to make it so you have the rocket in stages if it involves multiple engines in the same structural spine. I can't remember the name of the object but its a disk that is added that 'splits' the design into another stage. The AI isn't the smartest and it will bugger it up on the odd occasion, so management of the stages at to when the engines fire and the spent parts are broken away is something that the game rewards. I remember spending an hour on one design with massive frustrations. Then I finally fixed it and it flew... well like a rocket! I felt so rewarded and then thought, "What if I added 5 more boosters?" which added a whole new set of problems.
Its just practice practice practice and keeping the stages AI in check.
Use the symmetry options whenever you can.
Remember to use shift and ctrl to change the thrust of the liquid fuel engine. Try not to waste fuel, though as long as you will fall back to earth you're fine (If the parachute survives. Poor Kerbals)
The above suggested configuration will get you into space and home again easily enough.
If you want to put in addons that folks make, literally copy and paste the files (usually folders for each part they make) into the Parts folder in the games' main folder.
Hm, I need to start playing this again, especially with the two or so new versions I've missed with the moon (?)
amongst other things, from what I understood. Fancy.
Has the issue with not being able to save with third-party/mod parts been fixed yet? Having to rebuild everything
every time you closed the game was a bit of a turnoff for me, really.
--Stage 0--
Parachute
Pod
SAS system
--Stage 1--
Fuel pod
Fuel pod and four of the wings with flaps
Liquid Thruster
--Stage 2--
Triple thingy
Fuel pods
Liquid Thrusters
--Stage 3--
Solid thrusters on the sides of the lowest fuel pods
Edit: Scratch that, part way through a 21 hour flight, sitting at 1.4 billion metres.
Edit2: 40 hours, 3 billion...
Edit3: Ending the flight at 108 hours at 8 billion metres from Earth.
That's probably part of my problem - I'll try this on a computer with a bit more horsepower than the one I'm playing it on, and see if it works easier and faster.
I was using the stage seperator, but ... it was firing all the SRB's at once, regardless of where they were located. AND firing the liquid fuel rockets, regardless of whether or not there was something underneath them or not.
I foresee lots of playing with this while I'm waiting on things to get cut out. (I'll use the computer I bought to run my laser engraver, since when I'm actually cutting ornaments and other things out I really can't leave it unattended due to the fire risk.)
(11-21-2013, 12:53 PM)Jihadjoe Wrote: Oh god... The end of days... Agmen agreed with me.
Unfortunately, the final thruster was accidentally detached while firing. This forced the command pod toward an unsafe landing zone. The parachute deployed at 1000m, but wild spinning caused it to break off and the pod hurtled into the sea.
Tweaked design and new protocols have been put in place to almost guarantee a safe landing, even when hitting ground. These improvements have only been tested from an altitude of 6000m.