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About bewing

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    1st Lunar Colonist

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  • Location Eugene, Oregon

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  1. bewing

    How to use launch window planner?

    Ejection angle is the angle between the point of the orbit you occupy at burn start, and the full prograde (or retrograde) vector of the planet on its orbit around the Sun. So in the following picture, it's the angle from the center of Kerbin (the red line) to the maneuver node. If you don't get this angle right, then your burn will not be nearly as efficient -- which means that you will either be early or late getting to your destination. So yes, that might be your problem -- but any interplanetary burn is always slightly inaccurate. And 5 million kms is not that bad. Halfway to your destination you always have to make a small burn to correct any inaccuracies from your first burn. Phase angle is the angle between Kerbin's current velocity vector, and your destination planet's current position.
  2. bewing

    KSP's Other Lauchsites

    They have short range antennas built into the launch sites so that you can launch a probe into orbit. The antennas do not have Tracking Station level power.
  3. bewing

    Object Thrower Not Working

    Works fine for me in both 1.5.1 and 1.4.5. My copy of 1.4.3 is on a backup disk somewhere. Maybe post a screenshot showing your debug console and the thing you are trying to shoot at?
  4. bewing

    What's required to shield parts?

    OK, so I guess my experiment was out of date.
  5. bewing

    What's required to shield parts?

    See, I've never noticed the angle making any real difference. Have you ever tried this experiment? Have a long thin single-stack rocket reenter, with an almost exact 90 degree AoA (held with a good strong reaction wheel or ten and infinite EC). Which parts get hot? Answer: the part on the nose, or the part on the tail. One or the other, not both. And nothing in between. Why? Because it seems to think that one of those parts is the "front" and all the rest is occluded. And I guess I meant a 2.5m heatshield.
  6. bewing

    What's required to shield parts?

    I agree that reentry heating is a funny beast -- odd things happen with it, and I've never figured it out myself. My personal guess for an experiment would be to place 1.25m heatshields with no ablative just in front of those tanks. We could try summoning a dev to try to explain the algorithm, but honestly, I'm not even sure that they quite know how it works.
  7. bewing

    Help with spaceplane.

    Well, Laythe is gentler unless you are an idiot like me. On Laythe, when I reenter, my temptation is always to fly along and along until I get to a nice island. It's really easy to just go into a nice hypersonic glide for hours and hours while you wait for the perfect island to show up. And then BOOM! your nose blows up from overheating.
  8. Well, not exactly. The atmospheric pressure at Jool's liquid "surface" (= 0m altitude) is lower than the pressure at Kerbin's surface. But there is nothing there to land on. So you sink through and blow up at -250m. But it is certainly true that if you try to reenter Jool's atmosphere at orbital velocity then you melt, unless you are very careful and have good heatshields.
  9. bewing

    Help with spaceplane.

    That particular MK1 cockpit has heating issues sometimes. If you have heating problems with that plane on reentry let us know -- there are very easy fixes to make it work better for heating.
  10. Welcome to the forums. imgur is the free image hosting service that we all seem to use most. Klaws (the AGU) are very tricky to use. You may have just gotten lucky in the past. For a klaw to grab something, the klaw has to touch the surface at close to 90 degrees. A klaw can grab anything except a wheel. So I guarantee that it can grab the pod that contains your rescue kerbal. If the pod has a flat surface on it, try grabbing it right there. If it's spinning, you can turn on a little bit of timewarp and then turn timewarp off again -- that always cancels all spin. It's harder to grab a curved surface, because it's much harder to touch it at 90 degrees -- but it can be done if you have patience and try many times. You do not have to jump between ships. I think you have to rearm the klaw between each successful grab and the next one, but you only have to do it once. Making your approach so that you touch at 90 degrees is just generally difficult. It is necessary to quickly memorize which keys move the klaw in which direction. It is usually necessary to move the camera around a lot so that you can see the approach from several directions. It is often necessary to start your approaching craft rotating slowly, and time it so that at the moment the klaw touches it happens to be as close to 90 degrees as you can judge by eye.
  11. bewing

    Help with spaceplane.

    Nah. I guarantee it's the MK2 fuselage itself and that 4 degree AoA he has. That's just instant death for spaceplane performance.
  12. bewing

    Help with spaceplane.

    Yes, rapiers (and really all jet engines) have a thrust minimum at mach 1. So if the drag on your plane at mach 1 is just a little above that thrust minimum, then you'll either never break the mach barrier -- or you will need to use some extreme method such as going into a shallow dive, lighting an extra rocket engine, or lighting any afterburner you have. Getting to a 10km altitude and locking your SAS on "prograde" will sometimes get you through if you are on the edge. (Alternately, holding F to temporarily turn off SAS works well on stable planes.) A rapier's thrust ramps up extremely fast after mach 1, so if you make it through and can pull out of your dive, then you're good to go.
  13. bewing

    Help with spaceplane.

    The problem is your MK2 fuselage. As soon as your AoA goes a few degrees above prograde, the drag on an MK2 fuselage goes up exponentially. I understand that you said you got it to orbit before you added features. The features you added changed your CoL/CoM a little, so now it needs more AoA to fly. I assume you want to keep the cargo bay, so you want to keep the MK2 fuselage. In that case, you need to adjust the AoA on the wings. Thank you for the pics. According to them, it looks like you need another 3 or 4 degrees of AoA incidence on the wings. As soon as you do that, your nose will drop to approximately 0 degrees AoA, and the drag on your spaceplane will drop tremendously. Then you will be able to get to orbit again. Doing that to your wings will completely change your CoL, of course, and would force you to change your design a bit. If you don't want to change your design, then try slowly flying up to 10km altitude, going to full throttle, and holding down F (to temporarily cancel SAS). If your plane can make it to 400 m/s and level out before you hit the ground, then you can probably make it to orbit.
  14. If you have a lot of reaction wheel, you can turn on SAS and then recover the vessel really fast.