![]() ![]() I might be able to string something together with the HG-5 High Gain, but as you say, it'd be painful, requiring at least one (and probably two) rings of satellites beyond kerbostationary orbit. It does indeed look like I need the third tier of comms - specifically the RA-2, the first proper relay antenna - before I can establish a permanent signal to the Mun's near side. Yeah, I've switched the extra ground stations off, with the result that the only contact I have with probes in munar space is when KSC is pointing the right way. (And how to design a multi-passenger rocket that can land safely.) Map screen, maneuver nodes, and setting a target all seem meaningful? You know about the icons and modes of the nav ball? Those are generally quite easy if you know how to use the tools available. ![]() However, if you're having trouble with orbital rescues and transfers, that does suggest to me that you're missing something. I generally don't accept any Kerbin observation missions that aren't in flight at modest altitude near the space center.and it took a lot of iteration to get planes that I could get into the air and then keep there long enough to achieve that much. Hitting a specific navigation point with a rocket can be extremely hard, early jets won't get you that far up, and making a vehicle that you can fly across Kerbin, land, and tool around to various points in is both difficult and downright exasperating. Which means it's time for a crewed landing! And I've probably done Mun landing and return in a half-dozen campaigns by now.) Atmospheric scans at either high altitude or on the ground on Kerbin are also much harder than you might anticipate. (In my current game, my first Mun landing vaporized my robotic rover lander, my second left a scatter of wreckage, and my third still blew two wheels off. If anyone else is still tinkering with the game I'd love to hear about it.Ĭlick to expand.Mun landing (with return) is not easy. ![]() ![]() That said, I'm not going to attempt a manned munar flyby without upgrading practically all the buildings to level 2. I've been completing satellite launch contracts with just the basic map interface and it's been pretty easy (although it certainly helps that the game is pretty generous with its tolerances). On a more general note, it's interesting to see how much is achievable without having unlocked the patched conics display or manoeuvre nodes. It should give me something to shoot for in this play through. I'm excited about being able to detect the anomalies from orbit, because apart from the monolith right outside KSC I've never visited any of them. I haven't played far enough into this career to try out the new scanning stuff yet. Makes the third level tracking station actually feel useful. Upgrading the tracking station beyond the second level now boosts the power of the KSC signal, so I might actually have to do that sooner rather than later.There look to be other changes too, such as getting rover wheels earlier, which should help with unmanned exploration. Bringing the barometer to earlier point in the tech tree makes a lot of sense.It's led to a couple of disasters so far - my first munar flyby impacted at about 1km/s as I lost contact with it due to it being too far away from KSC for the antenna to work one of my comsat launches managed to fly too far round the planet and lost signal before I remembered to extend the high gain antenna to allow it to talk with the satellites in orbit, with the result that it fell back down to Kerbin. The communications mechanic adds a lot to the game (and this is coming from someone who never tried RemoteTech). ![]()
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