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Reactordrone

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Everything posted by Reactordrone

  1. My first thought is that it might just be the thrust/ Isp difference between sea level and vacuum. Is the actual vehicle performance on the launch noticeably different?
  2. Inspiration 4 will bring us to 14 people in orbit, with seven on the ISS, three on the CSS and four free flying on Dragon. There have been more people in space with the suborbital flights but not more in orbit.
  3. A hitchhiker with a 2.5m heat shield should survive re entry from Minmus without any problems and the physics bubble within the atmosphere is 25km so that shouldn't be a problem. If multiple objects are under their chutes you can use physics warp but can't time warp without destroying their chutes.
  4. It's worth noting that the parts don't need to work for the test so you can use the solid motor earlier in the mission and drag the empty case to the Mun, reset it in the staging sequence and you're good to go.
  5. Career games start at year 1, day 1 so you can check your time in the top left corner.
  6. Pirs just about ready to detach. The Progress cargo ship has extra fuel to give it the delta-v to deorbit with the extra mass.
  7. You may need more repair kits. The largest solar panels need four kits to repair (all four kits fit into one inventory slot on the engineer).
  8. Even in the main game getting into a nose down attitude with that design will cause the capsule to go too fast and for the chute to tear off or not be able to deploy. Going more horizontal, rather than straight up will help and using the WASD controls to get into a tail first or sideways configuration to increase drag will also help. If there was a decoupler on the ship the capsule by itself gets into a stable, high drag descent so it's not much of a problem in game.
  9. You just have to get withing a couple of kilometres of the other ship I think. You definitely don't have to dock for the rendezvous to complete.
  10. The lack of ap/pe markers is a bit annoying now. Ended up bring a Mun flyby back with a periapsis of 65km. That took a while to bring down so I've stuck a stayputnik in a low orbit to help me eyeball my altitude.
  11. You could add launch clamps if it's tipping over. Go back to build, look in structural and select TT18-A Launch stability enhancer. Don't forget to move them to the launch stage.
  12. Drop a second manoeuvre node at the descending node to correct the inclination, then fine tune the first manoeuvre node.
  13. You can save some weight by not bringing the 4000 fuel as fuel/oxidiser tanks. Bring the 4000 payload in aircraft fuel tanks and the station can be a refueling point for NERV powered ships in the future.
  14. If you right click on the fuel tanks you'll see that the only tanks draining at the start are the first two booster tanks, so you have seven engines feeding from two tanks. Once you drop two engines you have five engines feeding from two booster tanks, then three engines feeding from two booster tanks then the mainsail feeding from full core tanks. The rate at which the tanks drain varies depending on the number of engines using the fuel.
  15. If the other ship isn't selected as a target the box disappears when you get within 150m. Double clicking with the LMB on the ship will select it.
  16. I used to do bulk trips just outside Kerbin's sphere of influence to level up crews before going interplanetary but with the ability to level up on the fly with the MPL there's less need since I'm usually sending a lab on any planetary trips.
  17. Repair kits are small and can be stacked so although you only have two slots you can cram four repair kits into one of them. Your engineer should then be able to fix the array.
  18. In order to get maximum thrust from the rapiers you need to be going fast. Try leveling off or even going into a shallow dive at about 5000m to pick up speed. Once over mach 1 the engine thrust will start to rise and you can pull the nose back up a bit to climb out. Air breathing thrust will die at just over 20km so pick up most of your speed at 10-15 km.
  19. You can load struts into a cargo container and fly an engineer up to attach them if you're keen. (click the crane hook for construction options when you're on EVA)
  20. Performed in space the EVA experiment is trying to spin a wing nut. If you don't have the jetpack turned on the kerbal will spin and the nut stays still. if the jetack is turned on you can spin the nut and are treated to a view of the Dzhanibekov effect.
  21. If you have anything else open besides the fuel tanks you won't get the fuel transfer options, so if you click open two fuel tanks and a science instrument or a command module your transfer options disappear.
  22. It may be that the second stage fins are causing the top of the rocket to try to flip if the vehicle gets too far off prograde. If the second stage cannot fly straight without fins you may be ditching the first stage too low in the atmosphere. A rebalance of the vehicles delta-v may be called for so that staging occurs higher up (say above 25km).
  23. It will depend a little on your thrust to weight ratio and flight profile but in general you want to launch before the station gets to your position, roughly when it reaches the western shore of the continent where the space centre is. If you launch a bit early you just increase your apoapsis to rendezvous. If you launch late keep your apoapsis low to catch up.
  24. If your lander isn't returning to Kerbin you can ditch the parachute and heat shield.
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