• Qelp [they/them,she/her]
    hexagon
    ·
    4 years ago

    Yeah lmao I always make sure to either make my rockets in ksp renter on launch or give my upper stages probe cores to de orbit them so I can be “environmentally friendly”

          • Qelp [they/them,she/her]
            hexagon
            ·
            4 years ago

            not saying that ur dumb, im just saying that its literally one of the hardest fields when it comes to actually applying math to the real world. if it makes u feel any better i can't even do interplanetary transfers by myself lmao

              • throwawaylemmy [none/use name]
                ·
                4 years ago

                I just wanted LittleBigRockets. I didn't want a university course in rocket science.

                Apparently KSP2 (made by a different studio) is gonna tutorialize everything out the ass, so that might be better for me doing "ROCKETS GO VROOOOOOOOOOOOOOM explode" sandboxing.

          • Frank [he/him, he/him]
            ·
            4 years ago

            Just add more solid rocket boosters and more struts and eventually you can either go straight up or summon the Space Kraken.

      • cosecantphi [he/him]
        ·
        4 years ago

        So ya just gotta go up, and slowly turn east until you reach horizontal. Standard recommendation is 45 degrees by 10-15km and 90 degrees once your time to peak trajectory (apoapsis) starts accelerating faster and faster beyond 45 seconds. Stop firing the engines once the apoapsis reaches above the atmosphere. Then once you reach your apoapsis, continue firing your engines horizontally until your orbit is circular. You may experience some problems with your rocket tumbling end over end once you initiate your turn, this can be mitigated by having fins, and encasing your payload in a fairing if it's not a command pod. Make sure there are no open nodes on top of your rocket, those create massive drag, so put nose cones on them.

        If that ain't too helpful, then try installing the mechjeb mod. It's an autopilot that can fly into orbit for you efficiently, watch how it does it a few times and see if you learn anything.

    • cosecantphi [he/him]
      ·
      4 years ago

      Putting probe cores on them is great once you get some airbrakes and drogue chutes. A lot of the times I launch small satellites into low Kerbin orbit, the payload is small enough that the upper stage has quite a bit of fuel left. I love to deorbit and land them in those cases to offset the cost of all the probe cores. It's pretty fun aiming them using body lift to try to get closer to the KSC.

      • Qelp [they/them,she/her]
        hexagon
        ·
        4 years ago

        my only problem is i have plasma blackout and probe control require for my career save so i need to be really careful about where i reenter stuff

        • cosecantphi [he/him]
          ·
          4 years ago

          I've tried the plasma blackout setting a few times, but it always struck me as unrealistic because in reality probes would be programmed to do a set routine even during the blackout. Like it would make unkerballed space planes impossible to reenter with. Perhaps there oughta be a probe core with more advanced reentry capabilities later on in the tech tree to make it a more viable gameplay option. You play on hard mode?