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About Kryxal

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    Junior Rocket Scientist
  1. To quickly fix that rocket, I'd dial the SRBs down by half and lose stage #4's decoupler and engine. There's little point going from a reliant and some fuel, to a second reliant and some fuel. If you have the terrier (I think, the 909 anyway) unlocked, that would be a reasonable engine for that stage if you want to keep it. Also, move the fins down on to stage 5, they're too high.
  2. If you want to get really complicated, just set up a gravity assist with the Mun ... if the sat's a writeoff anyway, messing up won't cost anything.
  3. I could see it being useful for the test contracts that want something high and slow, but that's about it.
  4. If it's on a Minmus intercept already, it might be difficult to change the orbit ... or it might be very easy, who can say?
  5. Your node is in the wrong place ... that's twice what you need to escape Kerbin's SoI and you'll go screaming by the Mun. Reduce your burn so it just touches Mun's orbit, then slide the node till you get an intercept.
  6. Barring little quibbles about your transfer (such as using match plane after the hohmann transfer or some such ... or for that matter, just fine-tune earlier, MJ is willing to wait!) you just need to wait till you cross the SoI to set up your orbital insertion burn with MJ's maneuver planner.
  7. I'd suggest putting a satellite in orbit and plotting your escape burn with that if you're going to leave from Minmus. This lets you plan a drop to hit the same periapsis, where you'll make your transfer burn. You might need to leave early and adjust your orbit for timing purposes, though.
  8. Reducing your gimbal range also helps with that sort of thing, but in this case, it's still a good idea to throttle up slowly. It looks like there's an orange tank there, connected with a standard docking port, and sideways at that! That's guaranteed to bend, so don't just slam on the forces. It's why I like putting docking ports in-line and preferably as a puller setup, though this creates its own problems.
  9. It might be worth saving, then using the lander to set the whole thing on a reentry course if you're able. That lets you just timewarp and let things drift apart.
  10. Also noteworthy is that heat shields you "run test" on will decouple ... this can really spoil your day.
  11. If you're already at Duna or Jool, using gravity assists can do wonders for plane-change maneuvers.
  12. Actually, I think it came out as constant-altitude run up to orbital velocity was more efficient, a gravity turn mostly is used on bodies with an atmosphere because pointing off-prograde does BAD things to your craft if you're not careful. Does anybody have solid data on that?
  13. Honestly, it was a fairly simple set of conditions. I wanted a transfer orbit where you started at a clear point (over the destination, at periapsis) ended at a clear point and altitude (over the destination, at apoapsis, at the right altitude for a synchronous orbit), and didn't have to do too much fiddling. Clearly you're not getting there in a half-rotation, so set up a resonant transfer for rotation-and-a-half. That's 540 minutes, and you're not getting the transfer orbit below 165.6 minutes (70 km periapsis) so the numbers just worked out that way. You'd need 154.3 minutes for your orbital period for a lower transfer orbit, at which point you're lithobraking first.
  14. As it happens, the Oberth effect doesn't require burning in the same direction as you're moving. It's about how moving faster means using delta-v creates a larger energy change, no mention of sign of that change.
  15. Under those circumstances I tend to send nose cones flying when I'm ascending, at maybe 60 km and engines stopped. I usually then delete it later (since it would deorbit if I went and looked at it).