DancesWithSquirrels

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About DancesWithSquirrels

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    Spacecraft Engineer

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  1. How do I properly embed an Imgyr album?
  2. A couple of years ago I build a solid rocket to the Mun mission, if that counts Here's the album.
  3. Hmm - the LEM had both astronauts in restraints that put about 30lbs of force on their feet, as described here. These were locked during landing and docking, although they were adaptable to looking up and out the docking window before locking in a docking operation. Artificial gravity, just add springs! That way they could essentially stick their noses to the windows, getting a very wide view for a very small expanse of (heavy and fragile) glass. The teeny windows and seated positions in the IVA on Imgur make the windows really really useless... Oh, and from here is a fairly good view of the actual LEM interior assembled from a mosaic shot by Armstrong starring Aldrin during Apollo 11. Note the proportions - the windows are much larger, instruments much smaller, than the Kerbal version. Incidentally, I believe at least some of the stuff wadded up on the ceiling includes the sleeping hammocks:
  4. "the current aesthetic is so uneven" Um, like the ever so even aesthetic shared by the Apollo and Soyuz? I love the capability of building things with totally different looks in the same game. Anyone know if 2.5m LF tanks are going in? That lack in the last engine revamp trashed a bunch of my earlier NERVA designs...
  5. I used to use the tricouplers all the time in early games to build my Mun ships first/second stages (SRBs, three stacks with LV- 30s, in line decouplers, then three 909s and 400 tanks for my lander and return), but since it for moved so much later in the tech Tree I have better 2.5m solutions by that point.
  6. IRL this technique suffers from a lack of brakes and control - you can't adjust the steering with a single point of pull, pulling with multiple winches just makes the pieces move faster, and you just can't slow things down.
  7. My next step is usually a mission to Gilly with a bunch of probes and a rover to the Eve surface. I'm overdue for a big Jool mission, though.
  8. If you have sufficient SAS, set to radial out and spin/parry/thrust until you're pointing ever so slightly up, and you can go full throttle for altitude. Folded (remaining) landing gear provide some nice bumps. I once got an Orion nuclear pulse rocket that had fallen over to launch by ever so carefully (single pulses) going up the side of a crater and over, with full throttle as soon as I cleared the edge.
  9. Mods installed are/were: Kerbal Alarm Clock 3.7.1.0 Kerbal Engineer 1.1.2.8 Trajectories 1.6.5 In reverse order: Steam automatic update from 1.2.1 to 1.2.2 resulted in hangs that required rebooting my Windows box (Windows 10), corrupted a save file, and required uninstalling then reinstalling from Steam to get a reliable executable. The log file shows no issues that I can detect - I can send it to whoever is appropriate if desired. Training and scenario games in 1.2.2 lack patched conics - this makes the Asteroid, Impact, and frankly any rendezvous situation unplayable. This was not the case in 1.2.1. Just as heads up, I don't think there's a good answer to these issues....
  10. I've hit this a few times, and I find it most useful to disable the fuel tanks for the probes in the Assembly Building - just re-enable them when you launch the probe, and you're good to go.
  11. Well, I didn't do a propulsive landing (that hadn't been mentioned when I started this), but here's my successful ship, the Shuttlecock 1: I used deployed control surfaces (I think those are available in the demo?) to slow the capsule below 45 m/s on landing, with a big sacrificial crumple zone. Worked just fine...
  12. Adiabatic temperatures explained in short: Molecules bounce off of things, and that transfers energy. Expand the gas (drop the pressure), fewer molecules per unit time are bouncing, less energy comes from the gas, it's perceived as 'cooler'. Compress the gas, more molecules per volume and more molecules per unit time are bouncing off your object, higher energy transfer, it's 'hotter'. If you start with the gas and your object at the same temperature, you can modify the summed heat transfer between the two by either compressing or rarefying the gas. The equation used is PV = nRT; 'nR' is the number of moles and molecules per mole, P is pressure, V is volume, T is temperature. Increase pressure in front of the vehicle, and temperature goes up. Now, as to reentry effects - compression ahead of the vehicle greatly increases the energy per unit volume, to the point of being a plasma for a fair bit of the trip. You can see an example of this kind of heating by compressing gas in a piston. Most of the heating of the craft comes from IR from that compressed gas, not conduction, but the principle is the same.
  13. Aha! I knew there was somewhere more appropriate!
  14. The other method I've seen (Scott Manly did this) is to set your reentry or adjustment boosters to a low thrust, watch what you're doing in the map mode, and start tumbling the ship when you get close - the rest of the dV will average out close to zero.