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About Kelderek

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    Sr. Spacecraft Engineer

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  1. 1. Not sure on MechJeb, but that is most likely the total burn time available based on your current throttle setting and active engine(s). 2. The beauty and real value of Delta-V is that it is always the same for a given maneuver regardless of what your rocket looks like. This means that weight does not affect the amount of Delta-V you need for a maneuver like reaching orbit from the surface of Kerbin, but weight and mass DO matter a great deal in calculating the Delta-V of your rocket. If a 20 ton rocket and a 200 ton rocket both achieve the same orbit from the same launch site then th
  2. I hope I didn't give the impression that I think Leadership Initiative is too expensive to activate, that's certainly not what I think. I just point it out because if you want to utilize it then it helps to plan ahead so you can save up and enable it at the earliest possibility. Like I said, I can usually get it enabled at 60% after around 5 or 6 launches (1. first launch, 2. first exit of atmosphere, 3. first orbit, 4. first Mun flyby and return, 5. first Minmus flyby and return, 6. first landing on the Mun or Minmus). The hardest part is actually the reputation I think - that may force yo
  3. If you're not a big fan of contracts like me, then there is a good admin strategy that you can use called "Leadership Initiative" which will reduce the funds, science, and rep from contracts, but give you much higher gains for funds and reputation from milestones as well as a boost to any science data you collect in the field. I usually upgrade my admin building to level 2 and then save up to buy this strategy at 60% (which is the max for this building level). Contract gains will be about 45% lower but milestones are 90% better and the science gained in the field is about 30% better. The se
  4. Wow, I was only looking at it from one side which is a narrower view than I should have used. I think perhaps that I was thinking of the range to a ship with the tracking station as one side and the ship as the other. Also, I also think of it in terms of moving away from Kerbin and needing to add more antennas as you move further away and the distances get longer and longer -- it's not very practical to send up 100+ relay satellites, so it helps to have more and more antenna range per satellite the farther you get from the sun. Thanks for pointing this out though, I was only looking at one
  5. The square root portion of the formula already creates a diminishing return so you don't really need anything else. It's possible there still is another component, but for the purpose of getting a diminishing return the formula already has that. If you want double the range you need 4x the number of antennas, if you want 5x the range then you need 25 antennas, etc. Each additional antenna gives you less additional range than the previous one did - that's your diminishing return.
  6. I'm sure this is completely outdated, but I suspect this parachute calculator would still give you a good starting point to use for figuring out what parachutes to use and how many: http://ksp.freeiz.com/
  7. Well my best guess is that this may be intentional just for the sake of simplification. Calculating signal paths and strengths could potentially bump up CPU usage. An algorithm must be in place to check the current path for obstructions and then another to find an alternate path that is clear - somewhere in the mix of all of that we would find our answer. I don't even know if the alternate path I showed in my screenshot is the best one for signal strength of all the possible paths across my relay network, I only know it was better than the direct one when there is LOS to the KSC. Still
  8. Most people would use them to make and launch tiny probes and satellites.
  9. I have a vessel in orbit of Jool that has a 100G relay antenna and no other communication parts other than a probe core. When I am controlling this vessel I noticed something peculiar: the ship seems to prefer a direct connection to the KSC even if it is a lower signal strength than using other relays that I have in my system. I used the custom setting to disable the extra ground stations, so when the KSC is on the opposite side of Kerbin from where Jool is, then it is forced to use the relay network I have, but when there is a direct LOS to the KSC then it always uses that path. The direct
  10. I strongly recommend that you get a mod that will show you the radar altimeter numbers on your main screen. Kerbal Engineer Redux is what I use. The altitude number at the top of the screen in the stock game is the altitude above sea level on Kerbin - for other bodies like the Mun it is based off a number that is basically the average for that body (since there is no sea on most bodies they had to invent a sea level to base the altitude off of). What you really need to land though is the true altitude above the surface as if you measured it with a radar. In the stock game this is only disp
  11. Nice thread necro! I generally go with single stage landers because of how I choose to plan my interplanetary missions. I use a transfer stage to bring a lander from Kerbin to another planet/moon, then use the lander to get down to the surface and then back to rendezvous with the transfer stage in orbit. I refuel the lander and then send the lander back to kerbin, leaving behind the transfer stage in orbit. The DV requirements work out nicely for many destinations and I find that my landers have better TWR than transfer stages so it makes burning to return to Kerbin a little quicker.
  12. Make sure you have the "Advance Tweakables" option enabled in the game settings. Then you should be able to select it from a fuel tank or engine.
  13. Also, because of this you can choose an altitude that fits with the antenna ranges you want between Kerbin and elsewhere instead of needing to use the geostationary altitude
  14. You can place a fairing below the decoupler and treat it as an interstage fairing. You would also want to disable the shroud on the engine as that would be redundant.
  15. I used a variation on the rocket I posted above to do landings in my current career game. I had different technology nodes unlocked so the design wasn't exactly the same, but it was nearly identical to what I linked before. That vessel was able to hit 5 biomes on Minmus and just barely succeeded in hitting two on the Mun - it was a close one on the DV for the second Mun biome, but I had a quicksave in a good spot just in case it wasn't enough. It is certainly very easy to do run multiple missions to hit more biomes, but I generally avoid this if I can, I prefer to move on to interplanetary
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