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Everything posted by suicidejunkie

  1. I'm convinced that the mystery goo is refined from that suspicious residue in the launchpad surface samples.
  2. Is it a terrain issue, a fuel issue or a piloting issue?
  3. They don't have lift, so probably not? What about using some control surfaces tuned so they fold flat to the airstream and act as tail fins when "deployed", but open up into a variable pitch prop in normal mode?
  4. You don't need the radial decouplers unless you're planning to have multiple solid stages, and solids are heavy enough that you shouldn't try to lift one off the ground unless it is burning. Just bolt the SRBs together for free and drop them all at once with a single stack decoupler. Steer heavier rockets gently to prevent origami around that single connection point.
  5. The best way to clean up a mess, is to not make the mess in the first place.
  6. Valentina was in low Mün orbit on her way to deliver some radiator panels to a goofed-up mining operation. The plan was to deliver the panels, refuel, and return to Kerbin with this final stage. The problems started when Val was too impatient to dock with the orbital station for a smidgen more fuel and instead began her descent with only 550m/s in the tank thinking it would be enough thanks to the surface speed (note: Münar surface speed is actually only 10m/s, not ~100). The suicide burn ended a couple hundred meters away from the base, with zero fuel and 40m/s remaining. A quick lithobraking later, and the only parts left were a lifesupport container, the capsule, a docking port and two scattered landing gear. Plus the radiator panels in her backpack, so the primary mission was a complete success. Hitching a ride home took longer than expected.
  7. My interpretation was that the next collider doesn't exist when you reach the edge of your current one. You then start to fall. Just a moment later, the collider loads in, and rips the wheels off.
  8. Uhm... *None* of Duna's atmosphere is thick. You can use nukes and ions on the surface. Also, never slow down on your way to orbit. Slowing down is a good way to ensure you will not go to space today. If your trajectory is high enough to clear the local terrain, you're good to burn for orbital speed. If you've got rocket engines that can take you to orbit, surely you can throttle down and hover to move it closer? Just keep the nose pointed surface radial, and tip over just a wee bit to accelerate sideways before going back to radial and drifting. Once you can't get any closer, pull out an FLT-400 (or other smallish portable tank), fill it at the base and then roll it up or down the hill to the rocket. Repeat as necessary.
  9. 200-300m for most. Like Mastikator, I like to use a high velocity launch pad made out of Hammers. That, or the first stage lasts approx 200Mm and returns for the full refund.
  10. Launching and landing are pretty easy going these days, but committing to an interplanetary mission is difficult. I've got one en route now, and they'd barely finished the ejection burn before I built and launched a rescue ship to rendezvous with them halfway there.
  11. When your distance is under 5km or so, Burn near but not on target retrograde, and push retrograde to anti-target so you're heading right for it. Keep the overall relative velocity respectably high compared to your distance to target, so that the curvature of the planet doesn't cause you to drift too much. If you go suborbital, just double check that you're burning target retrograde and the navball didn't switch modes when you weren't looking. Suborbital is fine temporarily. Switch to a locked camera mode so it doesn't swing around so much and make you spacesick. If you keep target retrograde on anti-target, then you will collide. Stop just before that happens by more burning target retrograde.
  12. Has that changed since 1.0.5? Only the drills are influenced by the Engineers here, while the convert-o-trons never change (although they do choke from lack of input ore, which can be alleviated by an engineer helping the drills)
  13. Another good place to link to The ping time from Madrid/Goldstone/Canberra to Voyager 1 right now is pretty brutal, but it is a direct connection.
  14. It is photosynthesis, but in a nuclear sense rather than chemical. Solar-catalyzed fusion which works best with their snack pellets to allow hyperactivity. This also explains why they can survive almost indefinitely, but will become upset and frequently go napping/on strike when snacks are unavailable.
  15. I don't know about your policies on reverts, but my most interesting times have been while dealing with damage and its consequences. Not random part failure mods, but actual incidents such as scraping a tail fin off while landing on Minmus. Which (a few weeks later due to KAC & many simultaneous missions, so a total surprise) then resulted in a flat spin 20km above the space center as soon as the vehicle dropped to subsonic speeds with a marginal fuel balance. Getting that one down safely required some IRC commentary, a bit of experimentation, most of the altitude and creative use of the VTOL thrusters, but it was a very awesome landing for 100% recovery minus the tail fin and fuel.
  16. Getting your launch costs down is important. $100k is a huge amount. I only spend that much when I'm building a new blinged out RTG powered SSTO+M&M tour bus spaceplane. Perhaps you need to consider using more low tech parts and/or permanent infrastructure to defray the costs?
  17. You can also find that value by landing, and then clicking the navball over to show orbital speed instead of surface speed. The exact value will vary by how close you are to the equator and the altitude of the terrain you're on.
  18. Topping Up Aerobrake Fluid. Collecting Roadside Parts. Increasing Recruitment Costs Sabotaging Competitors' Rockets
  19. You might be thinking of stock-typical dV with the tanks made of out lead bricks. Elon is saying that yes indeed, the Falcon 9 has 11km/s dV without a payload. You do need a lot of speed to reach orbit of Earth.
  20. You mean stock verniers?
  21. It would have to be something that justifies putting a price on it at all. Eg: A mobile app for VAB/SPH design work and/or mission planning while away from home. Active terrain effects (lava / flowing water / snow & rain / etc)
  22. Personally, I don't bother with RCS for docking unless the vehicle is particularly heavy, but the midrange ones have a flexible docking collar made of batteries to loosen the tolerances. The first time I tried to rendezvous and EVA Jeb across to the other vehicle, he got clobbered in the back of the head by his original vehicle. That pretty much set the scene for docking the rest of my years.
  23. I'm definitely trying this when I get back to my PC in a couple days, but I wanted to write this one down so I wouldn't forget. KerbalKatcher Mk1 and 2 were destroyed by the Kraken Mk3 had mostly-vertical ladders and Jeb failed to exist close enough to the ladders as he went by. Mk4 had a long row of mostly-horizontal ladders, and with hyperediting Val into a 11.85m orbit across the flats of minmus, I got things lined up but only one frame of contact with the ladder. Installing Better Time Warp, and trying again at 0.1x speed, Val was able to get the (F) grab prompt. Mashing F got her to put her jetpack controls away on the first pass. On the second pass, she rotated to match the ladder orientation without using the jetpack. On the third pass, nothing happened. On the fourth, the universe imploded and Kerbin decided to stop orbiting the sun.
  24. As far as I am aware, there is no speed limit for grabbing on to ladders. This leads me to a fascinating idea / challenge: 1) Construct a surface base on any airless body, composed of a large structure covered strategically in ladders. Note: for reliability, have sets of ladders just like aircraft carriers have multiple arresting cables in case the first one doesn't grab. Clipping them together into one giant ladder should help a lot. 2) Have a Kerbal in orbit, with PE > 0 3) Press / madly hammer the F key with proper timing to grab the ladder and deorbit the Kerbal. 4) Points are proportional to the surface gravity of the body. (Gilly and Minmus are restricted to participation ribbons since the EVA pack alone is more than sufficient there.)
  25. Just jumping to Minmus orbit is trivial. Since it was a bail out during landing, the EVA pack should be nearly full and even the most basic EVA (& rendezvous planning) skills should be sufficient. In 1.0.5 it takes about 90% of a pack to deorbit and land on the flats, then boost back up to rendezvous with a base/ship in orbit. (plus, Lithobraking with your face can save an extra 20-30m/s if gracefulness is not required) The main way to conserve enough fuel for the achievement is to recline your Kerbal so that you have a single thrust vector along prograde and you aren't suffering cosine losses by pressing Shift and W at the same time.