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Batmanpuncher

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    Bottle Rocketeer

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  1. My tracking station. Here's the Agrajag on the pad. Weighing in at over 500 tons Here's the suborbital trajectory. Booster separation. I forgot to screenshot the orbit burn but here's the orbit stage separation. Here's my escape trajectory. Here's the interplanetary path. The encounter On aerobraking (We flipped over a little.) Once we make orbit. On landing approach. Parachutes deployed Well it doesn't look like we're making it back then.
  2. Just brought a kerbal out to the mun I thought this picture was nice.
  3. Don't review the game badly on steam just because you can't follow simple instructions. That's your fault no the developers'.
  4. I did some simulations in universe sandbox and the red dwarf (I used one that was 0.635x the mass of the sun) seems to throw moons like aurora out of the orbit of their parent body in placed anywhere closer than 150 au.
  5. Your best bet is to use Kerbal engineer, it adds no parts (except for the ship computer) and the version of the game doesn't really effect its function (you could use the 1.0.4 version on 1.0.5) so you don't need to worry about it breaking or it breaking your ships. Could also just be a bug. hope that helps
  6. I built this small aircraft with only up to 3rd tier parts. It can cruise stable at 200m/s and fly up to 8000m before stalling. This uses 2 Junos.
  7. It is possible to have a rover on minmus but due to its low gravity it is difficult to keep the rover upright. So for a case such as minmus I would suggest a biome hopper. Basically it's a lander designed to take of and fly to another biome. So to answer your question; a rover is possible but hard to use and there are other more practical alternatives.
  8. ​Recently I did an experiment to do with the rocket equation and how it dictates the drop-off of delta v when adding more fuel. Question; what is the effect of fuel mass on engines with different efficiency? Basically what is the trade for power to efficiency. Hypothesis; if fuel tanks are added to a stack on top of different engines, then the more efficient, less powerful, engines will have more delta v per tank as more are added, because more efficient engines are more suited to heavier fuel masses , if you build for efficiency, than more powerful ones. Procedure; I used the mod Kerbal Engineer Redux: http://forum.kerbalspaceprogram.com/threads/18230-1-0-4-Kerbal-Engineer-Redux-v1-0-18-0 by forum user cybutek. To take Delta V measurements ingame use the various engines. Results: I've put my results into a nice graph. The fuel is plotted on the on the X axis uses increments of 200 units per tank (both liquid fuel and oxidizer, Ex: 3 tanks is 600 units.). Sorry a couple of the lines are a little close. I have attempted to group the engines into diameter groups (0.625, 1.25, 2.5, 3.75). I hope this gave you some helpful data in the future and a special thanks to the maker of the Kerbal Engineer mod: http://forum.kerbalspaceprogram.com/threads/18230-1-0-4-Kerbal-Engineer-Redux-v1-0-18-0 which is infinitely useful to me.
  9. Use Action groups. While your building your plane make sure you link the engines to action groups. Basically they allow you to activate commands with the number buttons on your keyboard. You can do all kinds of things like deploying solar panels and toggle engines and even reversing their thrust. So to make action groups click on the button on the top bar in between the crew tab and the parts tab and there will be a list of groups to fill with commands.
  10. This is a great Idea, I could get behind this. Those cargo bays are always bothersome to deal with.
  11. In KSP as well as real life, pulling the back causes the nose to go up so you should be pressing W not S. There is no way,to my knowledge, to change this functionality except to change the controls themselves in the main menu. - - - Updated - - -
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