![]() ![]() Generally after adding a few crates and thrusters to the starter ship people mine enough ore to make a stockpile and some credits for a better begginer ship. you should also not normally mix the techniques on ships as they can bug out (Sorry it is alpha after all) you are free to rebuild from scratch, save and edit a design if you do so via the ship designer, its separate to what you have been doing and is the games MAIN way of designing ships, you can look up a map for where this is on the wiki here: Ģ) upgrading the starter ship, this can be done with easy build mode, the tutorial teaches you this and doesn't involve making all the individual parts by hand and bolting them on. The game really need tools to help players create what they want and not force them for tedious labour instead.ġ) ship blueprints, you cant just get a copy of someones ship because these are protected. With current building system the making of additional 24 square blocks on existing starter ship already is not fun and when making large ship this will be getting to another level of insanity. And then using copy/paste of prefab when attaching to ship in easy build/creative mode. This is really tedious process and I already missed out ability of making prefab from pre-made block. There are certain considerations, such as whether to rig the stage to push or pull the payload in space, that depend on the shape and mass of what you're transporting.As I started playing Starbase just recently and started investing time into heavily modifying starter ship few hurdles did appear on way.įirst, when coming from games like Space Engineers I instantly miss ability to create ship blueprint from the existing modified ship for cloning ship later.Īnd while upgrading starting flying frame (ahem, newbie ship) I realized I have to re-do every single step on each square block: manually welding each frame from multiple pieces, bolting multiple pieces of duct onto frame then bolting multiple pieces of plates for frame walls. Just three docking point junctions in a row usually makes for a ship that wobbles terribly, even if you don't hang any other masses off the sides. On the other hand, trying to infinitely extend existing ships with more and more tanks on docking ports and/or decouplers doesn't really make for a nice ship to maneuver or use, and the chance of something going wrong in space (mis-staging, struts and lines breaking, rolls, excessive wobbling) obviously increases as a function of ship mass and complexity. On the one hand all interplanetary stages are just large masses of fuel that throw exhaust out of their back ends as fast as possible to shoot around space, so there's not strictly any need to design another interplanetary stage from scratch just because you're moving a payload to this place or the other. I think the truth lies somewhere between these two viewpoints. Or just stick multiple motherships together, so there are spare engines, and empty tanks can be dumped into planets or muns you don't mind irradiating. Since the whole thing is modular, I can just stick more fuel tanks onto it in LKO. It's a solid design, but just needs more fuel to get further than Eve or Dres. That's what I'm working on for my current mothership design, at least. I mean, you need different amounts of deltaV, but surely you can use the same basic design but tape more fuel tanks onto it? Conversely using a Moho capable mothership for a trip to Duna is a huge waste of fuel and your computer's CPU clock cycle. A Duna round trip mothership is going to be very different from a Moho round trip mothership for sample. Interplanetary mothership design vary a lot depending on where you want to go. Anything else is waste that leads to increased chance of failure. Bring only what your need to accomplish the mission. At that point you can look to other designs for inspiration when creating your own.Ī little tip, less is more. If you are going to make mods to the rockets you download, what's to say your mods won't cause a stable rocket to explode like the ones you are building? I think the best path for you to follow is to keep working on your rockets until you gain the experience of how to build one without it falling apart. I have been trying for days and days to build a rocket capable of going outside the Kerbin system and to other planets and moons but it seems to be physically impossible I just finished building the rocket for the travelling to laythe tutorial but I put a paystage ontop with an upside down lander. ![]() I try and try to follow the tutorials on the wiki but the rockets never work. Someone just give me some blueprints for a working rocket I can build and make some mods to I want to put a Lander on it so I can actually use a lander for once instead of using the command module. It is impossible, my rockets either explode on the launchpad or they flip over. ![]()
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