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About Kryxal

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    Junior Rocket Scientist
  1. Pretty much the same here, but I also allow termination of junk that I can eventually plow into something, like a boost stage towards something interplanetary that still has 2-300 m/s delta-v but won't hit a useful encounter for years.
  2. Are you thinking something like a set of 4 at 100% and a set at 30-50%? I can second that idea, and it may be worth shifting the fins so they're on the cardinal points and making sure fuel is drawn from the bottom tank first. As-is, all control surfaces move for all single-axis maneuvers.
  3. Pictures would help. Incidentally, if you have things attached in 3-way symmetry, that can be a bit touchy.
  4. That looks like a match, since it says the AN is 0. I'd say if you can't get it any other way, use the cheat menu to complete.
  5. I wouldn't be surprised if you're going overboard on your TWR on the launcher ... one tank and one Mammoth is a fair bit more engine than the tank+engine combo needs. To a great degree, an asparagus setup means the outer parts are just lifting themselves and extra fuel for the inner parts. Consider either adding fuel or switching to Skippers, and add fuel to the center stack. A more-efficient transfer engine's also a good idea, and you can afford to finish getting into orbit with it too.
  6. The 2.5m 4-crew part IS able to be boarded directly, actually ... is that the part you're using? A screenshot of the craft might be handy.
  7. Another metric of how good a launch you managed is the height of your PE once your AP is as high as you want ... the more velocity you have horizontally, the higher it's going to be and the smaller the final burn to establish orbit. Of course, if your design has a lower TWR you're going to use more delta-v, but that may not be less efficient if you're trading expensive engines for cheap fuel.
  8. There's a reason why the fixed panels can be such a good thing...
  9. Also, you can use the test engine to launch for a staging-required contract, so long as you activate it by the right-click menu. This means you can easily stage it later on, and it will still count. There's also staging it, then fiddling with the stage order, but you don't need the hassle.
  10. What sort of TWR are you working with? Also, do you have a mod that shows you that sort of info? Oh, and the "what next" is you follow prograde as best you're able (if you do it right, except for the initial turn you can follow prograde the whole way).
  11. I'm happier seeing the time to apoapsis in the 40-45 second range myself while holding prograde.
  12. Practically speaking, if you don't pass apoapsis and don't overheat, you didn't pitch over too early. Going nearly straight sideways by 30 km is a good thing, you're piling on the energy in the best place for it.
  13. For a small satellite, 12 units of fuel may not be all that little. You probably have a few hundred m/s worth of delta-v in there, as I remember a Mun lander with a 400 tank designed for Kerbin return so needing around 1500 m/s
  14. I suggested AP-ish because the rendezvous step will likely be easier up there.
  15. For pictures, many people use Imgur or the like, then insert the image link and the forum shows it nicely if you do it right. For landing, at the end consider using SAS set to retrograde for the final part of the descent, and if you're using a single engine, maybe dial it back for more fine control. If you're using multiple engines, you don't want to adjust them on the fly, but action groups and at least 4 small engines could allow you to quickly shut only some down.