A few more attempts, and I was starting to iterate on my early designs, leaning into the trial-and-error and constant learning loop that makes Kerbal Space Program so fascinating. I tried again, and after a few more clumsy attempts, I finally managed to bring my unfortunate Kerbal back to the surface in one piece. After running through its first few steps, I was able to get into what one might consider space, even if I still couldn't break orbit. I was out of my depth, but fortunately Kerbal Space Program 2 comes with a comprehensive tutorial. ![]() After a swift rebuild, I did actually make it into the sky, but failed to either clear Earth's Kerbin's gravity or activate my parachute on the way down, marking a rather unceremonious return to sea-level for my command module and the little green Kerbal inside it. makes it all the better when you succeed.For my first attempt at a rocket, I forgot to take advantage of the building mode's symmetry feature, and crashed immediately into the gantry. Good times although could be frustrating. ![]() at times I wish I could forget what I learned so I could easily blow stuff up by mistake again. Seat of the pants learning is probably the most fun though. I believe when the game first came out it didn't even have a tutorial so your memory is probably correct in that. Things got messed up when they added construction and you have to look for the parts now. It is true that a lot has changed since then, or maybe I just don't remember, but from here on out I'll switch back to the trial and explosion type of approach. I don't think there even was a tutorial when I last played KSP. But who knows, perhaps the sole purpose of the tutorial is to prepare players for the inevitable frustration they will have to deal with later on. Another issue I've encountered is being instructed to add parts that are not available in the list. Originally posted by 4ntidote:I agree, the tutorials seem fairly outdated. And normally you'd not be bringing something back like this anyway. If you were bringing an entire rocket back like this, you'd normally have SAS on and/or drogue chutes to try to keep it aimed at the Retrograde marker so that you slow yourself down. Unfortunately it will take a long-ass time to get to the bottom, but at least you'll do it :) Once you've got that nailed down, you can do it again with the parachute at the normal settings, and once you deploy try to keep the nav-ball pointer on the retro-grade marker - that's what you would be aiming for in a real rocket launch.īut, this mission is HORRIBLE for teaching you to re-enter or use parachutes. Deploy the parachute at this point, you should have slowed yourself enough that it will deploy fully before you get too fast. When your booster cuts out, hold the A key, that will try and turn the nose of the rocket upwards and slow you down significantly If you hold it long enough the rocket will get unstable and start to tumble - That's a good thing. When you take off, try to turn to the right 45 degrees with the D key. My suggestion is to right click the parachute and set the pressure as low as possible and the altitude as high as possible before take off. If it's the one called "Basic Flight", that is a really badly made mission IMO. ![]() Besides, you can time warp after you are happily floating down with your succesfully opened parachutes. If you are not in a hurry to get to the ground 2000 m works better. I think the default parachute deploy altitude of 1000 m is a bit risky. When you have decelerated to a low enough speed (parachute icons white not red or yellow) and are at a reasonable altitude, say, 5000 meters then stage your parachutes. ![]() The pod is built to aerobrake so it will decelerate when you hit the thicker atmosphere. Can't remember what the mission was but some generic tips for the situation you describe:ġ) Do you need to get as high as you are now going? If not, then reduce the amount of fuel if you are using a solid fuel booster (Flea, Hammer) or throttle the engine back to a lower thrust if you are using a liquid fuel engine.Ģ) Do you need to stage the parachute at the highest altitude? If not, and if you are using a manned command pod, have a decoupler just below the pod and detach the pod from the rest of the rocket when you are at the top of your arc.
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