• Content count

  • Joined

  • Last visited

Community Reputation

119 Excellent

About Kryxal

  • Rank
    Junior Rocket Scientist
  1. I wonder if we can get Jeb doing a rendition of Also sprach Zarathustra whenever you find a random monolith...
  2. Another useful thing to do is try to have your docking approach from the normal / antinormal directions. This sort of keeps orbital mechanics from messing with your approach, and it's easy to put a hold orientation on that direction with an advanced probe core.
  3. Oh, that's the other good thing about aiming for the periapsis and not the planet ... lots of leisure to make a braking burn to set up your encounter, so the NEXT time around you need to do less braking. By the way, you might be able to do a fairly nice Eve slingshot on the way back if you care to, save some delta-v and make your reentry MUCH gentler.
  4. I was thinking of your relative velocity to the planet. Without spending fuel, the best you can do is go back the way you came, but you'll have the same speed at the same altitude.
  5. For 3 stars, it looks like the "easiest" way is probably Mun flyby, Minmus landing and flag, pop out of Kerbin SoI and return. If you don't feel like placing a flag on Minmus, you'll need a Mun orbit.
  6. The possible delta-v from a slingshot is going to be less than twice your relative velocity just after crossing the SoI boundary. A double slingshot is going to complicate the issue there, of course ... but also remember that the faster you approach, the harder it's going to be to change your vector a great deal.
  7. Back when BTSM was still reasonably current, I accidentally managed a retrograde orbit by a close pass on Laythe, though I forget the details now. I'd not be surprised if I was close to Jool then caught Laythe on the outbound leg, skimming prograde.
  8. Mechjeb doesn't exactly have an autopilot, but you can make a fairly effective "autopilot hold" with SmartASS. Just go to surface mode, with roll 0 and pitch to hold altitude you should be fairly good. Heading might get awkward on great circle routes, since it changes without you turning...
  9. Setting up the flyby won't be hard, and if it's not a close flyby you should return to where you left Kerbin without much of a correction burn, the problem will be getting there at the right time. If you can set up a transfer orbit that's close to 3/2 of Kerbin's orbital period, it would probably do the trick in a reasonable timeframe, more or less.
  10. I'd do it in two parts, fix intersection then fix inclination. It's not going to be easy to judge without a target orbit otherwise.
  11. The thing that really bothers me about that rocket is the Rockomax decoupler ... why did you feel the need to go to a 2.5m part? On closer examination, you're using a science lab. Don't try to go back to the smaller parts below that, just stick to 2.5m and it should help. You do have the larger fuel tanks and engines unlocked, right? If not, you might be able to save the design with some BIG fins near the bottom, since you'll probably be going till 20+ km with the outer ring there.
  12. The simple way is to drop a node at the AN or DN (whichever is higher, given a choice) and use normal/antinormal and retrograde thrust to change planes. This is a plane change of about 90 degrees, so there are cheaper ways to do things, but they're more complicated. They tend to take advantage of the fact that plane changes are cheaper when you're moving slower. Incidentally, the best way to get the right plane is to launch or capture into it in the first place.
  13. That design? 5 degrees right off the pad. 2.76 TWR is way overkill.
  14. If SRBs are useful on a rocket, I usually attach pairs and stage them independently. That way, I can run a pair at full and a pair at 70% or some such, and not have such excessive thrust at the end.
  15. It's less about the effort involved and more wondering "what happens in this case?" Maybe I'll try it sometime.