Blaarkies

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About Blaarkies

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    Senior Specialist Surface Sample Sampler

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  1. Kerbals on EVA have about 600m/s dv of their own, so lift off that lander at about a 45 degrees angle and burn until the fuel runs out, then just EVA the kerbal, activate the jet pack and keep thrusting forwards. Look at the map screen about every 30 seconds just to make sure you are not messing up. Now just rendezvous a a rescue ship in orbit. Remember to collect all the science from the instruments with the kerbal, before leaving the lander
  2. Simple, practice on the Mun. Use it to go to Minmus and back. Next, get really really cozy with interplanetary transfers, you need to be able to do them very confidently (since you will be doing one for every slingshot you do) Gravity assists work best on big objects. Eve and Kerbin are good, Duna and Moho not so good Gravity assists are like bouncing a ball (it is an exchange of momentum after all). So your entry velocity (entering the new planet's SOI) is very important, since you will hopefully be getting a 90 degree turn as you past this planet...tweak this velocity until the final result is acceptable If the result doesn't seem good, try to cross the new planet's orbit, instead of barely touching it. This gives you more entry velocity to play around with. Lastly, petition "Bradley Whistance" on youtube to finish their series on orbital mechanics
  3. Careful with that, it strays close to the current problem we have with the "Partial Transmission" button on comms dishes. It says the text "partial" next to the button, which of the following is correct? it is in partial mode right now, and clicking the button changes it it is in the other mode, but clicking the button will activate the "Partial Transmission" mode The darker pressed in buttons are really good at showing, "This label is now active" I know we don't get confused by that (we understand rocket science after all), but that is what the UX books say
  4. Use the https://wiki.kerbalspaceprogram.com/wiki/Surface_Scanning_Module on the surface. Click the "Run Analysis" menu item on every binome to increase the resolution of resource heat maps on the planet. The downside is that you have to send a scout lander out first. The https://wiki.kerbalspaceprogram.com/wiki/M4435_Narrow-Band_Scanner can show you an accurate and real time measure of the ore concentration below your craft, but I believe there are altitude limitations on this part. The 70 % cut-off number it keeps showing, is actually a measure of something completely different than the ore concentrations. It sets the cutoff of all ore heat map visibility, to only show the values above the 70th percentile of data it has available. So when a 70% cutoff is used, it will only show 30% of the values, those being the highest value spots on the planet (the concentration could still be like 5% or less if the planet has a low concentration everywhere)
  5. By using a probe, with an empty capsule (check the passenger roster to empty the crew) Only land on the Mun when the landing spot (the stranded crew) are in daylight. If you have the CommNet stuff activated, i hope you stranded them on the kerbin-facing side of the Mun, otherwise you need to plan to have a relay satellite in view of your stranded crew
  6. Same as real life, not much unless you want to strafe sideways while maintaining orientation. I know Rocket Lab uses them in their warehouse, so that they can move long rockets around without rotating them them around all the time. For KSP, I bet forklifts can easily use this to dock with ground bases (instead of backing up 15m every time you miss the alignment by more than 5' )
  7. There might be too much weight placed on science farming, the concept of science per binome. Landing in one wasteland, then hopping over to another similar looking wasteland 500m away doesn't bring anything to gameplay High grade science would be far more rewarding if you had to land at specific spots which only a few are randomly predetermined on the planet/moon (on mountain tops, crater edges, valleys, etc.). Seeing all the binomes in map view is still much better than struggling with kerbnet, marking spots for landing and getting the same results at the end but having a lot of boring timewarping as well.
  8. How about Mainsails? I think they are a little more powerful, but they are only of size 2.5m unlike the 1.8m Mastadons
  9. TL;DR Going from low Mun orbit, out and into Minmus orbit is the "same" as going interplanetary. Practice doing that in one burn (from the Mun), with minimal course corrections on the way (less than 100m/s dv) Once you get comfortable with that, you will realize that going to Duna is the same thing, except that the parent body is now the Sun instead So in that example, Kerbin is like the Sun Mun is like Kerbin Minmus is like Duna Note: These numbers are estimates, you will most probably have to add/subtract a bit from the numbers i am stating When in low orbit around the Mun, place a maneuver node ahead of you. Pull the prograde marker until the node has like 300m/s dv This should project a brown dotted line trajectory out of Mun orbit Click and hold on the maneuver node's inner gray circle, and drag it forwards on your orbit Keep moving the node until the project escape point is parallel to the Mun's movement around Kerbin This will give you the most amount of speed when exiting Mun gravity Now you might find that, your projected trajectory does not rendezvous with Minmus Drag on the prograde marker to adjust your projected orbit so that it barely touches Minmus' orbit It should be much easier now to determine if you should be leaving Mun earlier, or later Right-click on your node, here you can set the node forwards/backwards in time by 1 full orbit period If you need to leave the Mun later, just add a few orbit to the node Remember to do the first steps again, adjust the angle of your exit so that it is parallel etc. When you have something sufficiently close, do the burn After that, it will be much easier to see what you need to correct for Remember that inclination changes / are much cheaper when you are far from the gravity well (kerbin) / are more effective deep in the gravity well (if you are intending to go higher towards minmus) / should be used very sparingly, it is hard to pin down their best use case here Coming back from Minmus to Mun follows the same steps, just the opposite direction. You don't have to master these before going interplanetary, but it is a very easy way to try that out.
  10. Build the rocket like normal. After you are done, then hold down the SHIFT button, click on any part of the rocket. The entire rocket should now be "picked up" by your mouse cursor Next, press the Q or E button. This will rotate your rocket. For reference, the big open door in the VAB is due East (The direction you want to do your gravity turn towards). Rotate the rocket until it is oriented in that direction
  11. What if this is April Fool's Day? *checks current date*...
  12. So when you are standing on the launch pad right before lift off...which way is prograde? Nowhere, it is undefined because you are not moving (you can look around on the navball while standing still, you won't find it). Once you start moving in a direction, the prograde marker will show up...in that same direction. It shows up in the direction of the trajectory line drawn in map mode, so you won't see it when your velocity is 0. But if you switch your velocity mode to "Orbital velocity" while you are still standing still on the launchpad, the prograde marker will show up towards the east (because your vessel and the ground below it is moving towards the east)
  13. What proportion of kerbal players have actually left the Kerbin system? I believe a lot of players never leave Kerbin SOI (not intentionally anyway), but i wish we had some stats about this
  14. It's really cool how you can also achieve the same thing in a car driving towards an uphill * Note: People in said car did not understand why I got so excited at that same hilltop every time
  15. The cheapest way to capture into Tylo orbit is when your vessel is in an orbit very similar to that of Tylo around Jool. This insures that when you reach Tylo SOI, you will be in an almost elliptical orbit. To get in an orbit similar to Tylo, you could use an unpowered slingshot around Tylo in order to slow down from you initial interplanetary Kerbin>Jool transfer. If you keep an eye on the orbital plane via the inclination relative to Tylo orbit, the slingshots should be really easy. Tylo is pretty powerful for getting into Jool orbit for free and much safer that the Jool aerocapture method. So the point is, if you finish all your maneuver nodes far outside Jool's SOI and put yourself into such an "almost" Tylo orbit, you will only need the amount of dv it takes to go from Tylo escape velocity -> Tylo orbital velocity, you should be able to reach Tylo high elliptical orbit with very little dv, much less than the dv maps suggest