Xyphos

Members
  • Content count

    717
  • Joined

  • Last visited

Community Reputation

471 Excellent

About Xyphos

  • Rank
    Sr. Spacecraft Engineer

Recent Profile Visitors

940 profile views
  1. Thanks. The vessel wasn't built for that, the only working engine left would've burned for sure. Aerobraking is a very risky maneuver and should be avoided if possible. I had enough in the tanks to do a normal insertion.
  2. While I've only attempted 2 Eve landings, and only returned from 1, I have no desire to return to that hellish place. However, if you want to attempt an SSTO, I'd imagine doing it with a large propeller plane to carry you up to an altitude where the atmosphere is thin enough to consider switching to rocket propulsion. With enough lift from the wings, you won't even need a TWR of 1.2, I'd recommend somewhere around 0.5 so you won't over-accelerate and cause heating problems. I haven't done this myself, but I'm interested in seeing what you come up with. Happy Landings!
  3. Citing the fact that altering a part's construction material can change the overall mass for a part, I'm requesting a mod that can alter a part's mass in-editor, through a multiplier, ranging from 0.25 to 4.0 in other words, TweakScale without the scale, just manipulates the part's mass. My primary reason for this, is because I don't want to install FAR just to get a few of my vessels to fly correctly; I'll just move some of the ship's dry mass towards the nose and balance it out, at the penalty of increased overall mass.
  4. Argon would have been a better choice than Xenon, but you'll need to use a mod for Argon engines.
  5. @DrScarlett sorry for the delayed response did you edit "snapOffset" to 90? because that's angle control, not the "captureMinRollDot" which is just an error tolerance specification, it's best to leave "captureMinRollDot" at 0.98 or you'll experience problems when docking. @PART[*]:HAS[@MODULE[ModuleDockingNode]] { @MODULE[ModuleDockingNode] { captureMinRollDot = 0.98 snapRotation = true snapOffset = 5 } }
  6. same here, had to use Hyperedit for that one.
  7. actually, use a smaller, ion-powered chair undocked from a cargo bay as your main ship does a fly-by. but keep it low-mass by using 0.625m parts and a single gigantor solar panel.
  8. Moho - that 4000+ insertion burn is a total *bleepity bleep bleep*. At least Eve has an atmosphere you can aerobrake in, but that's not the case with Moho.
  9. in your game settings, if you set your conic patch mode to 0 (far left button until it stops), and the number of patches to 6, which is strongly recommended for gravity assisted maneuvers, you can actually aim the asteroid during the redirect on a fly-by past Kerbin to alter it's inclination on it's first pass by without capturing it, then later setup another Kerbin rondevous for an equatorial aerobrake and capture, it takes more time, but uses much less delta-V than altering the inclination after capturing, and you can do it all in a single mission. that's the beauty of orbital mechanics, what goes around, comes around, not everything has to happen all at once, for time is just an illusion, I think the hardest part of this game is learning patience, but learning to use gravity-assisted maneuvers can save you TONS of delta-V. in fact, gravity assisting makes it possible for an SSTO spaceplane to reach Laythe and back without refueling mid-flight, but we'll cover that lesson some other day. and before I forget, to setup the second rondevous, burn radial in/out at the solar AP but make sure the PE crosses into Kerbin's orbit, you should be able to see the node flags line up. try to get them as close as possible and fine-tune the trajectory later on when you're less than half-way there.
  10. I've experimented A LOT with Ast. HSJ-227 which is a Class E asteroid and the very first one to spawn (within 10s) of a new game, capturing it outside of Kerbin's SOI is definitely more fuel efficient. I suggest you experiment a lot too, as I learned a great deal from them. and even if you mess up, just start a new sandbox and try again. the test vessel was using a single Rhino engine attached to three full-sized Kerbodyne tanks (and a couple of twin-boar boosters to get it into orbit) I was able to (using mechjeb node planner) eject from Kerbin's SOI in the opposing direction of the asteroid, fine-tune closest approach, match velocities at closest approach, capture and then proceed to redirect for an aerobrakeing using a PE of 42Km (any lower and it'll burn on re-entry, any higher and it wont capture at all) each test had a different delta-V for redirect, as I captured it at different times, but none of which was more than 150 m/s, and for a Rhino engine, that's pretty easy to do. it seems the sooner you capture the asteroid, the less delta-V is required for redirection, but also required more delta-V for ejection and matching velocities, you might need Big Mac's Fancy Mathematics to find the optimal time for capture to reduce overall delta-V used during the life of the mission. after these tests, I've experimented even further using different vessel builds, including LV-N and ION engines; LV-N was great for ejection, rondevous, and matching velocities allowing me to do all aforementioned things A LOT sooner than normal, which saved redirection delta-V, but I actually lost A LOT of overall delta-V after capturing, due to the overall mass of the asteroid and vessel. in fact I ended up using more LF than the previous LF+OX build of the Rhino engine, and now that I think back, I probably should have tested a hybrid of LV-N and Rhino for the heavy stuff the ION engine test was very, very interesting, I was able to eject, rondevous and match velocities MUCH sooner than LV-N but the burn times were awful. when I captured the asteroid, it was a full 52 days ahead of SOI entry and about 32 m/s for redirection, but again, it lost overall delta-V due to the mass of the Asteroid and ran out of XenonGas after spending 2 hours burning only 5 m/s of the 32 m/s required, definitely not a good choice for heavy-hauling, and a hybrid probably would have been better suited. I also found out that if you plan on turning the asteroid into a refueling station, it is NOT a good idea to bring mining equipment with you and refuel mid-flight as you'll be dragging dead-weight with you and losing delta-V for majority of the mission and using more ore during the redirect than what would be profitable, just launch a big rocket with enough fuel to do everything in one go, launch a mining rig once it's in orbit and re-use the rocket(s) as aux tanks for storing fuel, just be sure to bring all 3 docking ports on the mining rig so you can dock different vessels to it. I hope this helps, and I wish you best of luck and many happy landings.
  11. place a docking port jr on your tank, disable crossfeed, add a cubic strut to the docking port, add a fuel line going from the other tank into the cubic strut, bingo! old asparagus staging.
  12. I only make ground refuel stations for the inner planets where solar panel efficiency is better. Anything outside of Duna's orbit is best to have a big refueling station that swings past your target without an orbital insertion burn. Just undock and let it fly past, you can later alter it's return course when needed using MonoPropellant, 1/3 or 1/2 of the way past PE. Orbital Mechanics is great for that, and once you've learned how to capture asteroids outside of Kerbin's SOI, re-docking with the tanker should be a piece of cake.
  13. no point in reusing if the mission was for Tylo only. once you've landed and refueled, the ISRU becomes 5T of useless weight. building a lander with an ISRU as part of the landing gear and staging it all off to get back to orbit is a more sensible idea, in that particular case.
  14. building advice: you only need 1.2 TWR to get it off the ground, once you're in your gravity turn, you can get away with half that, having said this, your lander should have an ISRU built in, and a 3-phase asparagus cluster, with your more powerful engines on phase 1. that can give you roughly 8k dV but going beyond that is highly improbably, it's best to have reserve fuel tanks in orbit. Single Stage To Orbit - yes, if you stage once and make it to full orbit, it counts, regardless of how many stages you've used while on the ground. it's a technicality.