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0

I'm not sure which video of Scott's you're referring to, but I doubt he cheated, although he may have used mods. The easiest asteroids to intercept are the ones that enter Kerbin's sphere of influence, for obvious reasons. They're, of course, also the easiest to get captured. There are two ideas as to how you should go about getting the intercept: you can ...


7

The are three core sections with many different toggles and sliders on the custom difficulty screen. The core sections are: General Options, Career Options & Advanced Options. For the sake of completeness I will explain what all the toggles in all the sections. General Options Allow Reverting Flights This toggle allows you to revert a flight too one ...


0

Asteroids are entities, not celestial bodies. So they don't have gravity and you have to intercept them as you would do with a space station. But first you have to track them in the Tracking Station, so you can see where they're flying to in your orbital map. As asteroids don't orbit Kerbin, it's a bit trickier, as you can't wait orbit after orbit for ...


1

You can go back to KSC and look in the Astronaut Complex. Kerbals on a mission are listed there, too.


4

If you want to do this un-modded, you're going to need your thinking cap and a calculator. Because you'll need to work out your delta-v manually. You're going to need around 11.5 Km of ΔV from sea level, less if you can get a higher LZ. Here's the delta-v calculation cheat sheet, you'll need to apply this to your ship prelaunch, don't forget to calculate ...


3

Using the somewhat aggressive "technique" of "aim down once I reach the altitude objective" I can confirm Lex's answer. The altitude record contracts are as follows: 05km 11km 22km 33km 56km Escape the atmosphere The attached image shows all of them in the contract archives, I'd like to back this up with a Wiki Link however it's been down all day


0

If I remember correctly: 5500m, 11000m, 22000m, 33000m and 55000m. After that, you get to explore the space.


0

Try switching to surface mode on the nav ball.


4

The "R" key will change your attachment symetry between radial and mirror.


3

I second the recommendation to get the In-Flight Waypoints plugin (should be stock). Other things to try: Add a probe core or docking port upside-down so you can click "Control From Here". I forget if you can assign that to an action group, which would make it easier. Try the Trajectories mod to make it easier to plan your flight path. You can put it in ...


1

Something you can try: Go on EVA. Quicksave Open the quicksave file in a text editor (like Notepad++). The file will be named quicksave.sfs, and you can find it in <path/to/KSP>/saves/<your save name>/ Search for your EVA'd Kerbal's name in the file. It should be right after some lines that say VESSEL { pid = <abc>, name = <your ...


0

You have to unlock both the second level Tracking Station and the second level Mission Control. You are looking for the "Flight Planning" upgrade. Note that it is the second level of each building, not the third. Neither building needs the third level upgrade before maneuver nodes are available.


2

There are only save file flags and mission flags. Selecting a mission flag sets it for both the vehicle and the kerbals assigned to it, and there's no way to set them separately. I've searched for a plugin that would help but haven't found any.


2

You can save your different launchers and payload separately and then save them as subassemblies. When you are finished designing a component, switch the part menu to "Advanced" mode (arrow in the upper left corner) and go to "subassemblies", drag the whole craft design to the "subassemblies drop zone" in the lower part of the subassemblies menu and give it ...


-1

You may also want to look into SelectRoot, as it can make designing, editing, and combining parts easier. In KSP, the "craft" is the root part. All other parts are attached to either the root part, or parts that are attached to this root part. (FYI, this is known as a "tree" structure in computer science.) You can only save, load, and launch whole crafts in ...


5

Here's how I'd do it: Design Apollo by itself. Save it as a new craft named "Apollo". Design Saturn as the rocket underneath Apollo. Save this new craft as "Apollo+Saturn". Disconnect Saturn from Apollo and save it to the Subassembly section of the parts list in the VAB/SPH as "Saturn". This will remove the parts from Saturn from the craft. Save the ...



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