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About Lelitu

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    Bottle Rocketeer
  1. in my 1.3 install.. 58. They're there for a selection of reasons. Stock system is too small, OPM adds a lot more places to go, and getting there takes a lot more planning since solar panels don't work that far out, and flight times are measured in decades. TAC lifesupport makes long duration kerballed missions much more interesting, since you need to figure out how to feed them. There's a few part packs to go along with this. Near future tech, DMagic orbital sciences, Scansat. KIS/KAS for fixing up simple mistakes and expanding stations (I don't get a lot of use out of these tbh). Visual and audio overhauls improve the look and sound of the game. And lots of extra data, KER, Transfer window planner, precise node, they all add lots of information that's very useful as soon as you leave Kerbin SOI. Why? for challenge and realism mostly. I got bored with the stock game.
  2. The relativistic equations are symmetric about C. This suggests weird possibilities for massive particles ect that move strictly faster than C, with faster massive particles carrying less kinetic energy. There are two physical possiblities for this, based on the observation that causality works (ie. effect always follows cause), and that a massive particle travelling faster than light is also capable of travelling backwards in time. Either particles faster than C don't exist, or massive particles faster than C cannot interact at all with anything at C or lower. Massless particles of course travel at exactly C.
  3. well, I play with realfuels in a stockalike config. This means ullage motors are required to restart many vacuum engines. The little bit in the command pods is just about spot on for driving ullage burns.
  4. More accurately, folding them up while clear of atmosphere is an excellent way to lose a probe. Once it's out of power, that's it, probe's dead.
  5. They're quite useful on assymetric satellite designs, where symmetry may be hard to arrange, or result in carrying more massive comms arrays than needed. The aero forces can be enough to make the first 20km impossible without a fairing.
  6. Mechjeb and KER both can display the LAN for the current orbit. KER for post burn too, not too sure about mechjeb. For a kerbin target orbit, it's easier to just eyeball it. if you launch when the orbit line passes directly over the KSC, you'll be able to get a LAN very close to target, which means small maneuvers to fix it later. Might even manage to hit it perfectly on the way up.
  7. well, time to start maintaining an up to date backup where steam can't get at it.
  8. 1.25m service bay has hardly any mass, only 100Kg, pod has 800Kg mass. Assuming they're made of basically the same materials, that's 8 times as much heat before the pod overheats and explodes.
  9. It has almost nothing to do with the heatshield's drag levels, and everything to do with highest temperature experienced.
  10. Same way you deactivated them, click the little red circle.But, you have to have control of the craft to reactivate locked resources. Having control means a kerbal, or electricity and communications. If you don't have control, there's no unlocking locked resources, even if they would restore control.
  11. This is all to do with limitations in the KSP heating model. A part takes exactly no damage until it exceeds maximum temperature. Once maximum temp is exceeded by any amount, it immediately explodes. Ablative heat shields burn off ablator above a critical temperature (~1500K) to stop heat conducting to the rest of the ship, and have a very high max temperature (3300K vs ~1500K or less). A shallow re-entry has quite low drag, but very high heating, as the heat flux scales with the cube of velocity, and air density but drag only with velocity squared and air density, so max temperature rises much faster than drag. Total heat load is heat flux times time, So a shallow reentry gets a relatively low temperature for a very long time, resulting in very high heat loads. KSP doesn't model part overheating very well, so this doesn't have the same effects it would in real life (roasted astronauts and computers, probably exploded pressure tanks too). A steep re-entry reaches denser air still travelling very fast, so it's exposed to *very* high temperatures, but not for long, since the high drag slows you down fast. This results in much higher G loads,and a much smaller total heat load. The lower total heat load means that much less heat soaks into the ship, and the interior stays relatively comfortable, despite the plasma filled hell just outside. In KSP, the big advantage is that a heatshield's mass is dependent on how much ablator it has, so the steeper the re-entry the less ablator you need to get through it alive. If you know you're going to come in steep, and only need ~30 ablator, you can cut back to ~50(to leave a margin) and save some mass through the whole rocket. The steep re-entry is a bit like opening the oven door, a blast of extremely hot air, but not enough to seriously overheat you. The shallow re-entry is more like climbing in to the oven (at minimum power)
  12. If you're as brave as jeb, you can actually get out and push when it's that small. You'll need to do that at apoapsis, and have the pilot stay aboard to keep SAS hold going (tumbling makes it a crapload harder). Have one of the others get aligned with the center of the heatshield, and push with RCS thrusters It won't take much. dropping periapsis below about 50Km should be enough to bring you in on the next pass. just don't forget to save some RCS fuel to get back in.
  13. I believe it's actually undefined, not infinity. They're quite distinct things. Any answer to x/0 is equally valid, they're all nonsense.
  14. 270 is a good amount to have from a low orbit, if you're not doing anything more than returning. Remeber, it takes some fuel to deorbit. You wouldn't want to cut the margins any finer. While playing around with your orbit, I had Val in a 71x140Km orbit, with no fuel, and 2 hours life support left. She had to get out and push to get back. It worked, then I forgot to deploy the main chutes
  15. absolutely not. Floating point numbers in computers have concepts of + and - infinity, as well as NaN. NaN literally means "Not a Number", and is the result of an operation with mathematically undefined result, such as division by zero. Any operation on NaN, results in NaN. In math, infinity is quite well defined. If your speed had gone infinite, it would be +infinity.