Kerbal Space Program 1.11 Stock Career 04 – Comm Sat Blues



I haven’t quite re-adapted to the Thrust-to-Weight ratios needed in stock versus Real Solar System, and it shows as I try to put communication satellites so that I can fulfill our first kerbal rescue contract.

Playlist: https://www.youtube.com/playlist?list=PL3_9DyRP49hCEOxzENnfAHFfyy_W5Hiqb

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26 thoughts on “Kerbal Space Program 1.11 Stock Career 04 – Comm Sat Blues”

  1. You could use the engineer for future rescues to attach a docking port to the stranded craft so you can de orbit it and not have space junk. You could even attach a parachute and recover it! Maybe a ship you leave in orbit that has a bunch of docking ports and parachutes with an engineer living aboard as a sort of space coast guard…… Space Guard!

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  2. Are you sure you accepted the changes you made about the part g-force limits? I am not sure how the settings behave when you do not press apply and just close instead of accept button. Accept basically should be "Apply & close"

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  3. I think your problems could have been avoided, if as the first stage burned down,you'd throttled back. Using full throttle when the tank is almost empty results in a very high TWR. Throttling down would stop the acceleration from being to high whilst low in the atmosphere.

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  4. Okay so there's a method to make rocket stable. The most important one is to keep center of drag below center of mass. Trust me it's the way to go. Second one is to keep center of mass in line with other 2 markers, but first point is way more important

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  5. I just got back into this game a few days ago and needed a bit of a refresher and found your videos, what timing. It's been so long since I've done this, so many things are different. Hope you continue these for awhile, you're significantly more successful than I.

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  6. Stock career kind of forces you to use aerodynamic parts in the beginning, at least before you unlock fuel flow priorities, so lower tanks empty first. Oh and that parachute that looks like a nosecone? One of the draggier parts in stock, so that capsules are stable going down, apparently. You're better of without it.

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  7. Those antennae are no longer relay antennae, they won't help you for what you seek to do.
    To recover a crewed spacecraft, either wait or make a spacecraft with a passenger cabin along the crew capsule…
    And you should have used the Mystery Goo earlier to gain more science. Wanting to do it more slowly will only make it too difficult for what you seek.
    A chance that Kerbals can't die in years in space, stranded capsule can wait a while for the time you have enough tech. The simpler way would to to go to the Mun to gain enough science to unlock a two seat capsule.

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  8. I don't know how different it is in realism overhaul, but in stock KSP there is little to no reason to use the ant. It has low thrust, low Isp, and no advantage in the TWR department when you consider the overall losses caused by its abysmal thrust: the weight of the fuel that you waste due to burn length completely overwhelms any dry mass saving you can hope to achieve by using a lighter engine.

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