Kryxal

Members
  • Content Count

    1,272
  • Joined

  • Last visited

Community Reputation

247 Excellent

About Kryxal

  • Rank
    Junior Rocket Scientist

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. I'd figure it to be a matter of calculating the transfer (periapsis at Kerbin, period 2 Kerbin years, apoapsis as needed to make it happen) then finding an intercept with Duna (and pass in FRONT so as to bring your orbit around Kerbol down) then fine-tuning.
  2. Better to burn immediately to 600 km, but there's no reason to change your usual gravity turn ... just don't stop thrusting to coast to LKO (or angle downwards, whichever you use). A well-done gravity turn will have your periapsis above the surface anyway, and you're already thrusting as sideways as you would usually.
  3. Hover over AN or DN, they're where people usually mess up ... if it's not 0, you're going the wrong way.
  4. Physics is good, but I've seen the occasional SoI transition error. I'd basically hit the SoI and "bounce" and have to spend a LOT of dV to fix my path.
  5. If you really want to test, switch them to rotating in the same direction and see if it makes a difference, then the other direction and check again.
  6. Save file editing would do it, all right ... just back the file up first!
  7. You can always limit the angle off prograde that your rocket will aim for. Until the atmosphere thins enough, MJ will pay good attention to that ... but you'll probably want to start your turn earlier if you do. In fact, an earlier, gentler turn should help all around...
  8. I did a rescue mission below Moho orbit once, at some point you may go looking for the more difficult things...
  9. I wouldn't say you want to start your burn in the ejection direction ... you want to burn (prograde) such that your motion relative to the planet when you leave the SoI is in the same direction as the orbit (or opposite if you were going in-system). Getting the ejection delta-v right then sliding the node around the orbit tends to work pretty well for that, maybe use PreciseNode and watch the effects on your orbit as you change node position and magnitude.
  10. I'd like to point out that you can use a test engine for lifting purposes ... just activate it via right-click menu, and stage it once you're ready to finish it.
  11. Even with all that, losing wings with a 65 km periapsis is a neat trick, sounds more like skin overheat than internal overheat.
  12. You might want to avoid long tanks sticking out sideways. Consider using an adapter then Rockomax to keep the mass closer in, and ramp up thrust gradually.
  13. No idea, can't see the contract or what you're doing.
  14. Since tourists can't EVA, just consider it a work-around for the lack if you ever need to transfer them. Likewise, you'd probably have refueling lines instead of a big claw...