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Kryxal

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Everything posted by Kryxal

  1. The other thing is, the game only looks so far ahead to find intercepts ... I'm pretty sure it's less than 2 full orbits.
  2. Just remember that prograde and retrograde are relative ... in the case of rendezvous, target-relative. Thrusting target-retrograde will always bring your velocity closer to the target, which is probably what you need if you're already close to it. If you're not close, it could be a good way to burn up. If you're adjusting your orbit to set up a later encounter, you'll want to be working relative to the orbit instead.
  3. If you're looking for ballast, full ore containers work well.
  4. As a practical matter, if you're actually going to edit the save, it's probably worth putting a "clean" version on the pad and copying the locations over.
  5. I prefer to open the maneuver node, then use the tab key to change focus ... saves the trouble of re-opening the node at range. Of course, something like Mechjeb or Precisenode works too... Also, for the OP, from the look of that node you need to arrive a bit later without adjusting the intercept point, adding a combination of radial out and retrograde should (I think) do the trick.
  6. As a matter of design, you'll want the decouple pretty low on those double-oranges, since almost all the weight is in the engine. You still want it above the empty CoM, but not excessively so, so the stack goes out with a slight spin instead of spinning hard and smacking your rocket.
  7. Doesn't KER indicate the slope of the spot you're over? In any case, it might be worth adding landing legs to fix the rover in place once you like your location, if the brake doesn't do the job.
  8. There's always the ISRU option ... if you can get down there and refuel in place, getting back up will be easy.
  9. If you're asking about Lagrange points L1 and L2, no, it's not possible. L3 to L5 can be used but aren't actually helped by anything in particular.
  10. In all this talk about how to get the Klaw applied to it, don't forget to consider how you're lifting off again ... a tail-lander that can't either rotate back to vertical or take off horizontal is going to have a bad time of it. It's too bad there are no powered, retractable wheels...
  11. I'd call it marginal with thinner ground tracks ... the change in the polar mapping isn't going to matter much, they'll get covered completely the earliest anyway. What MAY make a difference is the way the changed angle increases equatorial coverage in a retrograde orbit.
  12. What's better and what's worse? Screenshots of your asteroid/ship combo and the current orbit would help, as well as what you're aiming to do.
  13. I tend to use a second maneuver node to find out where Minmus is going to be when I get up there, it's not hard to drop it on the AN/DN. It at least gets you close enough to get target markers, then you redo it once you make the actual first burn.
  14. Mechjeb's version of SAS could be useful for this ... that allows you to set heading and pitch relative to the horizon, so it would be fairly close anyway. There's also supposed to be a Spaceplane Guidance...
  15. Heading to Duna, I'd say even earlier than that's likely to be better. As a rule, plane-change maneuvers are best done either as high as possible, at the AN/DN, or midway, while prograde/retrograde and radial in/out (which is handy for adjusting arrival times) are best done as early as possible.
  16. I tend to use multi-engine pushers, so long as the CoM is framed by a box defined by the engines you can adjust thrust output individually to compensate. That time I took a class-E to Moho, I was limited by the refinery processing rate anyway...
  17. I could see using RCS for maybe minor adjustments here if you have it ... I'd hate to do it that way, but given the engine and claw positions, what alternative is there without a new craft?
  18. I'd go with Jool, and a MAJOR gravity assist to speed you on your way back to Kerbin. This can be combined with turning things into a bi-elliptic transfer (apoapsis WAY up, reverse up there for much less delta-v).
  19. Here's how I figure things to be: 3500 m/s to LKO 860 m/s transfer orbit 280 m/s Mun orbit 600 m/s plus LARGE margin for landing 600 m/s back to orbit 280 m/s transfer to suborbital trajectory Feel free to add some margin to those numbers, but you don't need a lot except for probably the landing. I get the feeling you're returning to LKO, and you don't need to do that, a heat shield with a bit of ablator will let you return nicely from there. A possible staging plan: 1800 m/s, landing/takeoff/return 1500 m/s, last bit of LKO burn/transfer/Mun orbit 1800 m/s, launcher upper stage 1800 m/s, launcher lower stage There's a fair bit of overkill there in a few spots, you could afford to drop the top stage to 1600 m/s easily if you can count on getting there with maybe 200 m/s left in your transfer stage. Hope this helps.
  20. Actually, you can use LMB + mouse movement to align your Kerbal as-needed (especially in the pitch axis). Take care with this and target your vessel as a point of reference first, though...
  21. Actually, one of the launch windows here is a fair bit better than the other ... it's best if you meet Moho at periapsis, since you'll need a bit of extra delta-v for the transfer but considerably less for the capture. Also, consider doing as much of your burn as possible while adjusting the timing, a long burn to capture is a real pain.
  22. If I take a return trip to Moho, I usually go there direct, but slingshot on the return trip ... it just seems less touchy aiming for Kerbin that way than Moho...
  23. Good point about the gimbal, that can make or break a marginal design. I wonder just which engine the OP is using...
  24. Honestly, I'd probably set up a pair of long-range relay-sats in eccentric polar Jool orbits, then use something shorter-range for the moons on an as-needed basis...
  25. That doesn't look like a relay antenna ... is that the 88-88? You need the HG-5 or RA-(something)
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