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Kerbal space program kerbal engineer
Kerbal space program kerbal engineer







  1. KERBAL SPACE PROGRAM KERBAL ENGINEER MOD
  2. KERBAL SPACE PROGRAM KERBAL ENGINEER MODS

Docking is no issue, I can do that.Īnyways, I'm going to use both of your tips. I just can never get back into Mün orbit again with the lander.

kerbal space program kerbal engineer

I am currently attempting a Mün landing with a seperate mothership, like the Apollo missions. Category:Experimental Engineering Group - Kerbal Space Program Wiki Category:Experimental Engineering Group navigation search Agency logo from version 0. I highly recommend this mod, basically essential to level up your KSP gameplay. No more needing to constantly check the map screen It also shows you your deltaV and TWR in more accessible locations on the screen.

KERBAL SPACE PROGRAM KERBAL ENGINEER MOD

Getting into orbit is not the issue, well, not always. Kerbal Engineer Redux, shortened to KER, is a mod that shows you important information about your craft and orbit while in flight. Originally posted by |x|SiriuS|x|:I can only tell you how I use KER. It also seems that most of the Kerbals names are 2 words: a common name + a.

KERBAL SPACE PROGRAM KERBAL ENGINEER MODS

This is likely a very newbie view on things, but then so am I, and the simple "Keep TWR above 1.5, if possible above 2" has helped me greatly with getting to orbit at least. The four most well-known Kerbals are Bill, Jebediah, Bob, and Valentina Kerman. Kerbal Space Program Mods on CurseForge - The Home for the Best Kerbal Space Program Mods Discover the best Kerbal Space Program mods in the galaxy. Kerbal Weather Project (KWP) is a groundbreaking weather and climate. Add it all up with a bit thrown in for corrections / errors, and done. So you need around ~3.4k to get to Kerostationary orbit, another ~1k to intercept the moon, and so forth. In Science Mode, perform space experiments to unlock new technology and advance the knowledge of Kerbalkind. Or your schematics up there.Īs I read that map, it is sliced into paths with each their own DV. Kerbal Space Program features three gameplay modes. The actual DV are, again, either experience values (so YOU know how much you need), or facts read up on the net or wikis.

kerbal space program kerbal engineer

Keep in mind that you also have to adjust in case the planet you are going to has atmosphere, and read up on their respective TWR 'needs' to lift you off and into orbit. Then you just add it all up (the total DV of the stages), put in a safe margin for errors / correction burns, done. For aircraft that are not supposed to go outside the atmosphere, TWR of ~1.3 is enough, I have found, as long as it stays a bit above 1.Īs for the DV, I forget the numbers, but I'm sure you can look up on how much you need for any given celestial body. The last stage in the list is the first to burn, so here it is very important to have enough TWR / DV to get to orbit. When launching from Kerbin, your TWR should be above 1.5, if possible +2.









Kerbal space program kerbal engineer