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Plusck

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About Plusck

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  1. I'm sorry but this really isn't true. It's also not very relevant to the question of arbitration for consumer contracts... What you've been talking about (such as that Article 5 you quoted) are consitutionally protected rights. They exist in all legal systems in one form or another. Often referred to as fundamental rights and freedoms, human rights and so on. It is absolutely not true to say that you don't have these rights if they don't appear in your constitution or some other document. They exist as such. There is a whole slew of philosophies, and especially legal philosophies, th
  2. Haha, love the idea of forced "arbitration" for forum users. Would I ever accept it? No. Except maybe in China, since China is basically the opposite to everywhere else as far as arbitration is concerned (at least it used to be, basically the opposite of the sort of private arrangement that arbitration is in the west). Not that I'm surprised. It sounds suspiciously similar to the standard NDA that TTI imposes on beta testers. I had to refuse their outrageous demands (arbitration, ownership of every passing thought I might have during the beta-testing period), so I never got to beta test
  3. Quite simply, each rocket engine is "sized" for the type of loads that fit its profile. The only real exception is the Vector, which is hugely overpowered (it's heavy, but arguably not heavy enough for what it can do), basically because it's designed to fit as one of 3 on the back of a Shuttle-sized vehicle. Mostly, though, the bigger the engine, the heavier. Also (generally): the bigger, the more efficient. Also, bigger engines generate some electricity, which can be a life-saver, but none of the smaller engines (Terrier and smaller) do. So it makes sense to build bigger rockets, but t
  4. Along the bottom, there is a dV symbol (next to the engineer button that turns orange when you have problems). Click on that and switch to vacuum (button on the right). It jumped hugely going from a Terrier to a Spark because the Spark is not all that bad in an atmosphere. The Terrier and the Poodle, on the other hand, are really optimised for vacuum and are next to useless down in the lower atmosphere. It isn't the thrust that changes anything for dV - it's purely the rocket's ISP. From one atmosphere to vacuum, the Spark goes from 270s to 320s ISP. Meanwhile the Terrier goes from
  5. Going from the Mun to Minmus is a bit tricky. It is also extremely slow - you should count on about 8-10 days transit time. In fact, it's very much like a small-scale version of what you'd do to go from Kerbin to Duna, Dres or Jool. You need to leave the Mun's SOI going prograde, while the Mun is about a quarter orbit or so behind Minmus. You eject from the Mun into a broad orbit and catch Minmus on the other side of Kerbin. You'll almost certainly have to drag the manouvre node around the orbit a bit to get the right ejection angle. The way to do it is: Check that Minmus is
  6. Thanks to @Zhetaan for responding to this. I'd just add that this is 8k vacuum dV we're talking about, and assuming that your choice of engine is an efficient one. Orbital velocity in low Eve orbit is not all that high. I seem to remember it's something like 3500 m/s. Therefore, assuming you "lose" about 2k m/s dV just getting out of the lower atmosphere, and then lose another 1k m/s completing your gravity turn much like you would on Kerbin, then your theoretical dV cost is actually more like 6.5k m/s. However, there is no way to calculate that in stock or with mods like KER,
  7. @Foxster beat me to it... but yes, getting the encounter right will make a big difference. The other thing is when you get there. Dres's orbit is not circular. Therefore Dres is going faster in lower orbit around the sun (nearer to Kerbin) and slower at its higher orbit. Since you are approaching from a lower orbit, your ship is going at its slowest when it encounters Dres. Capturing at Dres therefore means speeding up to reduce the difference in velocity (yes, of course you are inside Dres's SOI so therefore your solar orbit is irrelevant... but it comes to the same thing in fact: your
  8. Definitely follow @Zhetaan's advice: use IJKL/HN translation controls without using "docking mode" which doesn't help. Use SAS stability mode only other than in exceptional cases. In addition to that, the most natural thing (for me anyway) is to use "Locked" view mode. You really get a feel for exactly what your craft is doing, and it also reinforces the link between your movement and the change in position of the icons on the NavBall.
  9. Essentially, yes. Theoretically, there are any number of possible solutions. Practically, though, you need a ship with a minimum vacuum dV of about 8k m/s. And of that, the first 2k m/s or so dV has to be provided by one of only 3 engines that you need to get up to an altitude of about 20km or so: the Aerospike, the Vector or the Mammoth. No other engines provide enough thrust at Eve sea level. If you were to start on a mountain, you might be able to use a Mainsail, Twin Boar, maybe even Thuds on your first stage. Once you get up to about 15 km, atmospheric pressure is about equal to
  10. That Alex Moon calculator really does work exactly as advertised. You just have to fiddle a bit. This is a sandbox attempt using roughly your date. I get an intercept with a single 1400 m/s burn... Basically, the manouvre node is at about 90°, heading retrograde. You do need a slight normal addition (upwards) because otherwise you cross Kerbin's orbit at the wrong time. That normal addition means that you dip down a bit further than Kerbin's orbit and then meet Kerbin as you are heading back up. This is a bit clearer here: So yes, you can definitely get home on less than 170
  11. Do you have the small grey tanks unlocked? If so, the easiest thing is to add a pair of drop tanks. Add a pair of the small decouplers to the top stage, just under the batteries would be fine. Add a pair of those grey tanks, then pile a couple more on top and under those. If you have the small nosecones unlocked, add them top and bottom. Make sure the decouplers are set to stage after your Terrier fires. Enable crossfeed on the decouplers, then check that the fuel priority on the drop tanks is a higher number than the core tank (or use fuel lines if you aren't using advanced tweakables).
  12. The simple answer is: you can't. In the stock game, there is no way to display anything other than the AN/DN of the target orbit. Since you're using KER, you can see all the details of your current orbit using the floating KER window. The longitude of the AN of the orbit is, as I understand it, with reference to the game's absolute coordinates which you cannot see. I'm guessing that there is maybe part of the starscape background that you could identify as the direction of "zero longitude", but I doubt it would really help much. So the only way to do the satellite contracts,
  13. As @Aegolius13 says, an alternative to the two lander cans would be a good idea. By far the best solution - from a weight and aerodynamic perspective - is to use a crew cabin (1.25m, 0.5 tonnes per occupant) instead. The disadvantage is that you then have only one way in to the vessel (via the top pod) and will need to shuffle crew around inside and on EVA to get the rescuees in, and you no longer have the lander cans' reaction wheels to help manoeuvering (which also means you absolutely must keep perfect retrograde hold on "surface mode" on re-entry). Agreed also for the asparagus stag
  14. Yes, starting the burn a little later around would have worked. Still, to get a retrograde orbit you will always have to burn a little harder than to get a prograde orbit. Picture what is happening when you reach the "top" of your orbit around Kerbin. You are far out on an eliptical orbit, so going slowly. If your Ap is slightly closer in to Kerbin than the Mun is (you didn't quite burn hard enough), the Mun comes sailing past above you and picks you up with its gravity. You therefore get dragged in and whipped around behind the Mun... giving a prograde flyby. You then burn against the di
  15. Meeting something in orbit is actually a lot easier than it looks, especially if you simply use the NavBall and the map. Definitely use the tutorial to get the hang of intercepts. Then, when coming from far outside the orbit of your target craft, just remember that tiny changes at a distance can make a huge change in the time of arrival in orbit. Therefore you can always combine a little prograde/retrograde and a little radial in/out to make sure that you meet the target craft exactly at your Pe as it touches (or, ideally, very very slightly crosses) the target's orbit. Always. If yo
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