1st October 2012, 14:11
- fixed crash related to 0 thrust/mass ratio and adjust psi
Originally Posted by mrenigma03
1st October 2012, 15:34
Then how am I supposed to know how to get to Duna? I don't even know what course corrections I'm supposed to be doing and when, I just burn at the time when it tells me too and that apparently won't get me there?
Originally Posted by whatisthisidonteven
1st October 2012, 15:40
No, the tool is designed as instrumentation. It has to use simplified versions of the orbits to do the math. The result is that it gets you 95% of the way just by following the numbers. That last 5% requires an understanding of space flight so you can make the necessary corrections. There are a lot of really good guides littered about the forums, and you can always join the #KSPOfficial channel and ask for help.
Originally Posted by Olsson
1st October 2012, 17:04
Well, using your mod, and following your post like a tutorial, this complete inept fool has only gone and landed on Duna!! (kinda, see pic)
Originally Posted by Neomatt
This mod is incredible, I've been waiting for something that makes it this simple to plan missions and yet still lets you fly it yourself!!
1st October 2012, 17:07
Most of these updates wont break old ships right?
1st October 2012, 17:30
Pretty sure any plugin version post 2.0.0 works on any ship built since 2.0.0 (1.x.x weren't even released on these forums).
Originally Posted by Sbowyer28
I leave a lot of ships in certain orbits to test the mod, so I'd notice if it broke backwards compatibility. If that happens, I'll let you know. Unless it's a major feature update (or caused by Squad updating something), I wouldn't introduce anything that breaks old ships.
1st October 2012, 17:35
That's what I like about it: you could get the same result by keeping a spreadsheet or calculator around you, and putting a protractor on the screen, but it's much nicer to have the values displayed (and still make all the burns/corrections by yourself).
Originally Posted by amore555
I also use the map to be sure I'm not missing widely; if my apoapsis is on the planet's orbit (both viewed from the top and the side; you don't want to come in too low or too high), that's a very good indicator that I'm getting closer for the final, mid-course corrections.
And thanks, I tried to explain the best I could. Glad you landed once; I'm still trying to do a return trip here.
Last edited by Neomatt; 1st October 2012 at 17:39.
1st October 2012, 18:10
Yeah I have a ship on the way to rescue my guys from Duna, the command module uses RCS to put itself in an 80k by 80k orbit, help is on the way! This mod has made the game 5 x as fun for me
2nd October 2012, 09:01
Alright so I got to Duna. However once I got into orbit or an escape trajectory out of duna I had a very big inclination so I was like beneath Duna, not very efficient, how do I make sure this doesn't happen again. Also once I got into Duna I had a high velocity so I had to spend alot of fuel to slow down, how can I make sure that I use the least amount of fuel possible to get to Duna?
2nd October 2012, 09:29
1) Land on Duna near its equator, then take off heading east (just like you would from Kerbin).
Originally Posted by Olsson
2) As far away from Duna as possible, start fine tuning your approach. The earlier you correct, the less fuel you have to use. Start tuning from Kerbin, then do more adjustments 10 days before you enter Duna SOI. This should leave very little work for you to do once you're in Duna's SOI. Eventually you want to aim to have a periapsis around Duna of between 9 km. and 10 km. Use parachutes. If you do it right, you won't have to spend a drop of fuel from your lander. If you're trying to get to Ike, use a periapsis of above 12 km. That will aerobrake you but not so much that you don't leave Duna's atmosphere. Mechjeb landing module predicts your apoapsis after an aerobrake, so use that as a guide.