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Kowgan

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Everything posted by Kowgan

  1. Thanks, SunChaser. The compliment is much appreciated. I personally would save the image to my desktop and open it whenever I play KSP. Although, I don't think this is a case of stickying the thread. I guess the idea is just to spread the map, so more people can make use of it. Maybe putting it into the KSP wiki would be enough? I don't know.
  2. @BJ Quest: Bad, bad rover. That reminds me of Christine, the killer car.
  3. Community Delta-V Map 2.6 - KSP 1.3 View full size PDF versions (A4 & Letter) KSPedia Version (v2.6) Lights-out Theme (v2.4.1) (Thanks @Siege /u/s13g3!) Outer Planets Mod adaptation: By Swashlebucky; original by Misucat and his wife PDF version (v2.4.1) OPM - Lights-out Theme (v2.4.1) (Thanks @Siege /u/s13g3!) OPM - KSPedia Version (v2.4.1) (Thanks @AlexSheFF!) Changelog GitHub Check it for development, pull requests and other maps. All required tools for map editing are referenced there. How do I use it? It's simple! 1. Pick a planetoid you wish to visit. 2. From your initial position, add up the numbers between every checkpoint until you reach your desired checkpoint. 3. The total is the general Delta-V value needed to reach your destination. Example: - Kerbin surface -> Duna Surface 3400+950+130+10+250+360+1450 = 6550* *Aerobraking can reduce the needed dV to almost zero. Using it would result in the following: 3200+950+130+10 = 4490. - Eeloo Surface -> Kerbin SOI 620+1370+1140*+1330* = 4460 *Aerobraking can reduce this number to almost zero. *Numbers outside the stripes are the maximum dV needed to change between planets inclinations. Pay attention to them! Elliptical or Low Orbit? What's the difference? A Low orbit assumes a circular orbit 10km above the nearest obstacle/atmosphere. Elliptical orbits have the Periapsis at Low Orbit altitude and the Apoapsis at the planet's SOI edge. I added the Elliptical orbit checkpoint for two reasons: 1. It shows you the required dV needed to get your vessel grabbed into the planet's SOI, disregarding the value needed to circularize on a low orbit. 1a. It assumes you have set your encounter to the lowest periapsis possible, during the encounter maneuver. 2. If your destination isn't the planet, but instead, its moons, you don't need to count the whole dV needed to circularize around the planet's low orbit, since you won't use that. Instead, a simple capture/elliptical orbit is enough to transfer to a moon. That way, you can reduce the needed dV for a trip drastically. I hope this helps. Enjoy! License This work is licensed under CC BY-NC-SA 4.0. You are permitted to use, copy and redistribute the work as-is. You may remix your own derivatives (edit values, design, etc.) and release them under your own name. You may not use the material for any commercial purposes. You must use the same license as the original work. You must credit the following people when publishing your derivatives in the material: JellyCubes (Original concept) WAC (Original design) CuriousMetaphor (Original vacuum numbers) Armisael (Additional vacuum numbers) Kowgan (Design, original atmospheric numbers) Swashlebucky (Design) AlexMoon (Time of flight) Official Wiki (Relay Antenna calculations) -- This was originally a continuation from WAC's Delta-V Map from KSP 0.23. Since then, a lot of people (credits above + advice from people in this thread and over the internet) have contributed to improve this chart and keep it up-to-date with the latest KSP version. I am very thankful to all those who helped make this chart possible. Seriously, thank you guys.
  4. Kerbonauts can't grab anything other than ladders and a few other things, as far as I know. Send him back to space, and send another vessel with less kerbals in it, so Jeb can get inside and land safely. Good luck!
  5. Thank you very much, guys. That was very clarifying. I haven't paid any attention at all to those speed differences, so far. This brings another aspect into the gameplay, for me. For that, thank you again.
  6. Thank you for the answers, Taki117. I've compared both Charts. In general, the major changes I noticed on the one you've posted are the great dV reduction to low orbit some planets like Moho and Eeloo. Still, the same problem persists according to my example below. Both the first and the second charts pasted in this thread have a dedicated field for a capture/escape and an additional value to circularize at low orbit. In the Minmus example, the second chart have even a smaller value for the low orbit maneuver, of 70m/s, unless I'm reading it wrong. So, even if the first chart is outdated at this point, many values still match between those two charts, including the ones concerning the parcel regarding the problem I'm trying to focus in this thread. Again, thank you for the advice. Even with my problem not solved, it's good to know there are more accurate charts out there.
  7. Taki117, Thanks for your quick answer. I'm aware of that, and I always pack some hundreds - even thousands of reserve dV for those missions. But the minmus mission posted above is just an example, and the difference of 80m/s isn't much. But my concern goes especially for flights like to Eeloo, where, according to those charts, the required dV to acchieve a low orbit is of 2100m/s, and we can't aerobrake. In any case, I'm not asking for a solution to go around this issue. I'm asking for an answer on either I'm doing something wrong (as you said, not optimum), and what would be the optimal situation to achieve said dV efficiency. The chart is there, and I want to use it as a base, if that's what it was created for.
  8. Hello, I've looked around a lot before finally deciding to make this thread. I've been using delta-V charts, but this thing has always bugged me off. The "low orbit" required delta-V. While intercepting bodies whose I can't use aerobrake, I follow the chart's dV needed to kill my velocity until I get into the desired low orbit. But no matter what, everytime I set a maneuver node the body's periapsis to create the orbit, it will always require the double, or even triple of the dV specified in the charts; as shown on the pictures below. Considering Minmus in this example, almost all charts I've checked will tell me that the required ammount of dV to set a low orbit around Minmus is equal to 80m/s, in a 10km altitude. But as you can see on the picture, my maneuver will require almost the double m/s of that. In my intercept, I'm passing in front of the planet, so that should reduce my speed, am I right? So, what am I doing something wrong? Thanks in advance! This is getting fairly frustrating.
  9. Agreed. Something close to it. Keep in mind that this orbit is not 100% synchronous, once it will, eventually, cover almost the whole surface of Minmus.
  10. I'm afraid I can't answer that, once I already changed my orbit AP and EP to a more efficient one, sorry. Also, welcome, page 1100!
  11. Today I accidentally discovered about Polar-Geosynchronous Orbits, if it can even be called that. I put a satellite in a polar orbit around Minmus, but by the time it passes the pole and gets to the other side, Minmus has already spinned around, and the satellite end flying over the same surface! Pretty cool.
  12. People said everything, but I must say it again: Awesome mod, outstanding job! Thank you for this! Now, I wonder: What are the chances it will be compatible with EnvironmentalVisualEnhancements, once it's officially released for .25? Thanks!
  13. @papics: Wow, that's really sad. I hope Bob will prevent any and all possible mistakes like this one.
  14. Glad to know! I've never used the Enhanced Navball mod, so I couldn't tell. Thanks for the info!
  15. Thank you very much for the fast update, Ethernet! Also, there's a typo on the Version 1.3 link's description. It says "Version 1.2".
  16. I think the navball is gonna become a bit confusing with this mod, now that Squad added other vector symbols to it. Or maybe not! Let's wait for the update!
  17. Pure awesomeness. Also got a question: How hard would it be to disable the new navball vectors? It's a great feature, and I love it, but for my personal gameplay style, I'd like to have it invisible. (I also use the Navball Docking Alignment Indicator, which uses one of these "new" symbols, teehee.)
  18. Thank you, I didn't know that was an available command. And yes, I've been using the iframe so far. -edit- @Felsmak: That made me laugh so hard, you have no idea. Great achievement there.
  19. Today was finally the day! The probe launch to Dres was a success (finally!), and it is now en route to that sphere. Although I have the opportunity, I won't use all the transfer windows in a single year. Let the game pass more naturally and realistic; one planet at a time, through several months/years. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="//imgur.com/a/drYNc/embed"></iframe> -edit- iframes don't work anymore? That's sad.
  20. @Jon Tash & @archont: Motherships FTW! Great job there. Today I ran various tests, trying to find the best use of the Protractor mod, fitting my gameplay style. It was successful; today was a good day. Nothing much to show, though. So, here's a picture of a few asteroids pointing me the right (left*) direction:
  21. Hello! Thanks for the mod, it's really helpful. A few things on my side: I tried Oinker's code and steps to do the partless version of the mod to work, but it didn't work. I couldn't get the module to show up in the toolbar. I'm assuming it won't work since a newer version of Protractor has been released after that code. Thanks for the effort, anyway. Secondly, I have a question. It bugs my mind that I don't know if the proper way to conduct a transfer burn is pointing directly prograde, or instead, if I follow a manouver node marker (which usually points reasonably off from the prograde marker), it will work as well as the previous way. Would it? What's the best approach to have here? I love the possibility the mod brings, giving us enough info, but letting us do the whole job. But at the same time, as trustier as the prograde burn can be, I don't like doing interplanetary burns (yet) without one or two maneuver nodes planned up ahead. In advance, thank you. -edit- After a few tests, I concluded that burning towards a set-up maneuver node not only works, but in my case, even better than just burning directly prograde. Which brings me to my favourite way to use this mod, simply as a Transfer Window dynamic chart, and letting me do the whole maneuver work.
  22. Nice graphic, Maccollo! Well, I decided to check all my current transfer windows, and Alex Moon's pointed me I just had a Moho window open. I dive in immediately! When I was outside Kerbin SOI, I noticed my manouver nodes weren't getting anywhere close to the target, and I figured out the Moho phase angle was actually at 3º, when I believe it should be at ~-251º. Reverted flight. May we visit Moho another day. Also, installed Protractor for future inquiry. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="//imgur.com/a/3Chrb/embed"></iframe>
  23. Today, I decided to finally use my Cleaner probe to clean the debris orbiting at LKO. And then, I figured I had debris with AP/PE of 120/27 KM, but the aerobraking wasn't deorbiting them. So, apparently I just had to switch to the debris and watch it go to low altitude, and the aerobraking started working again. Now I got a clean and shiny LKO. Additionally, as per suggestion, I've added a Cupola to my KSS. Used the same probe to decouple the useless Spectrometron from the station and deorbit it. Sad, but fun ride. <iframe class="imgur-album" width="100%" height="550" frameborder="0" src="//imgur.com/a/b4qmf/embed"></iframe>
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