One thing I found useful in early career was to open the service bay once it had passed through the extreme heat of air friction. You don't really need them either unless you're landing on a planet other than Kerbin but they do help make things easier for Kerbin returns. Keeping your final return stage as light as possible definitely helps too!ĭrogues aren't available in career mode though until quite a bit of science has been researched. You can deploy drogues that have max speed rating of around 600 to get around this. Parachutes have speed ratings, generally around 260 m/s. I'm not liking the fact that the parachutes can be destroyed. I hadnt played it for a year so fired it up last night. Meaning that unless you manually changed them yourself or had the almost perfect return trajectory your craft crashed into the surface. Their default was changed to 1,000 but in the tutorial they never changed it.
KERBAL SPACE PROGRAM 1.1.2 FULL
One thing I do remember is in1.05 the moon return tutorial mission was made rather difficult by the parachutes full deployment altitude being set to 500m. I'll try out the tutorials before the week is out to see if anything has changed. 1.1 has added an internal wikipedia, KSPedia you can browse while playing that has rather nice illustrations on it. It's just not that easy because in Space everything is intuitively different to how we perceive them down here. The rendezvous one could have been better imo but then again even NASA failed at rendezvous the first few times. Um, if I recall correctly the tutorials in 1.0 with the exception of the orbital rendezvous and docking one weren't that bad. Does the tutorial do more than leave you looking like this yet?īecause I know I should love this game but I never found myself picking it up a second time after being left flailing on my own try to reach Mun.