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About Spricigo

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    Rocket Machinist

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  1. By all means, it can be determined by experiments. Just: 1.take [spaceplane] 2.follow [flight profile ], see results 3.repeat (1-2) , maintaining [spaceplane] and changing [flight profile] 4.compare results. Profile A get to orbit with 1km/s remaining while Profile B had 1,2km/s? => Profile A consumes more fuel. That is already an useful fact for the spaceplane tested, further refining our experiment can only improve the knowledge about the matter. Granted, it will take a lot of iteration to reach conclusions that are applicable to a wide range of designs, target orbits and flight profiles. In any case, the process is nothing more than a series of simple experiments.
  2. Well, there is no free lunch. A refining base 'costs' the time* you expend with the management ( transfering fuel, launching it to orbit, delivering to the refuelling place,...), time that you would otherwise use for something else. If doing something else can pay for the fuel you can get from the refining base, that is actually cheaper. Also consider the initial cost you incur to put the infrastructure in place, that need to be recovered somehow. *while in game time may be considered, we usually are concerned with real life time.
  3. help getting orbit, a second time.

    +1 for that. After you manage to land at Mun/Minmus effectively you may try to do it efficiently:
  4. Decoupler Animation

    well, without a look at the video I have no idea of how it was done (to be honest, not exactly sure what was done) In any case MJ don't add decouplers or change decoupler functioning. I don't know about BDB but all the other listed mods don't add/change decouplers.
  5. Well, Collision is the physical term for what is hapenning: two bodies meet and momentum is transfered between them. I guess "bounce" is less technical but still a reasonable analogy. The craft gain/lose momentum taken from/given to the celestial body.* Notice that is in the parent frame of reference, in the CB's frame of reference the craft just change direction. *Except that KSP don't simulate the effect on the celestial body. And the effect is meaningless for the celestial body to begin with.
  6. Decoupler Animation

    Seems like: a decouplers is used, the engine fires, another decouple is used. Maybe the first defoupler is from a mod and you didn't reconized/noticed it? Maybe built-in decouplers?
  7. help getting orbit, a second time.

    Things are different in space. Takes a while until we stop to expect the same results as we see at the surface. As you already noticed reaching space is easy, achieving orbit not quite. So we want to follow an optimized trajectory. One way to optimize the trajectory is the Gravity Turn: after a initial tilt to east the rocket is kept aligned to the direction of movement(ideally just by aerodynamic forces and gravity). This provide two benefits: 1)no waste of engine force to change direction 2)the rocket stay aligned to the airflow (resulting in less drag). The question is, for a given rocket, a)how much initial tilt and b)when start the turn. Too much/too soon the rocket dont go high enough; too little/too late and the rocket don't build up enough horizontal velocity. With some practice you develop the skill yo get it righ, until then there are some 'good signs' that you are in doing ok: -being tilted by 45° at 10km. -time to apoapsis is increasing slowly as you climb. And, if you don't mind a bit of self-promotion from my part, this rocket carry 1 pilot and 4 passengers, do a Gravity Turn by itself and costs under 10k.
  8. This ^ You can reach Duna's surface with 1,1km/s from low Kerbin orbit. That is actually less than to Mun surface (mind you, returning is a different story). You can save a bit with a gravity assist or top the tanks along the way, but, outside of a challenge, not really worth the trouble. In any case, a gravity assist is just a colision with a celestial body. You will bounce in a given direction depending on how you "hit" the CB. You can experiment with any vessel in low orbit place a maneuver node (just plan it, don't execute) make your trajectory cross Mun SoI and see how it is deflected, change your aproaching angle a bit and see the effect. (People smarter than me, or at least no so lazy, may describe it with math. But just messing with maneuver nodes can give an idea of the workings)
  9. Setting Up A Relay Network Around Duna

    How you planned your network around Duna? How you planned to delivery the relays? Depending on your setup it may be just a matter of not doing the capture behind Duna*. Assuming you send the vessel in a Hohmann transfer you want your capture on the day side of Duna. ... Or you just bring more fuel so you can do the maneuver even if you lost LoS at the ideal time. ...Or bring an extra relay for then sole purpose of bouncing the signal for the capture burn. Many ways yo solve the issue. I sometimes have a Remote Control Point. But that is because it's "some extra" to build into a different vessel. *ok, something else may get in the way, but a lot less likely.
  10. UnHohmann transfers

    How about https://alexmoon.github.io/ksp/ then? As @HebaruSan pointed is just a matter of applying the vis viva equation. (A SoI change will require to take in acount the change of reference frame, but otherwise is still the same idea) Btw, the "max deltaV required" is just the min required plus "how much we waste" because we chose to do it in a inefficient way(or fail to do efficiently). It can take ridiculous amount of deltaV more if we simple decide to ignore things like launch window, Oberth effect and cosine losses.
  11. Control Pod Axis Inversion

    A couple images may help to understand what is your problem. Control reference frame cannot be inverted, only rotated. What can be inverted is control actuators (gimbal, control surface, reaction wheel), this need Advanced Tweakables on.
  12. There is many ways to setup a relay network, we need to know better how you are doing it to offer better advice. @bewing's advice rely on the fact that for many satellites formations getting the orbital period right is the key factor and the system will work just fine even if other parameter are a bit of (e.g. in a triangular formation two satellites end 125º apart instead of the 'ideal' 120º00'00") .Unless your satellites are near the limit of their range or it's a very complex formation (e.g. Draim Tetrahedron) you probably don't need to worry about the precision of the other orbital parameter. Personally I don't consider the Dawn as an option for relays. Packing all the necessary deltaV in a chemical alternative tend to be more convenient (cheaper, better TWR, requires less EC,...). A higher deltaV budget of the ion alternative can be an advantage for future corrections but I'd rather solve that kind of issue with redundancy (MOAR relays).
  13. Save my mining station!

    Every time I see those klaw contraptions I want to say thanks again to @DMagic for the EVA Resource Transfer mod.
  14. How to calculate Delta V?

    Is a mathematical solution for a communication issue. The problem is that often people assume a value is given in some unit without checking or simple give a number without a unit assuming the other part will know the unit. The idea behing go.Isp is to make less likely to people make that mistake since Isp will be the same regardless of which unit of length is used OTOH people still need to agree on a unit of time.
  15. The Ultimate Challenge

    I'd start with Eve-Moho-Eve. There is quite a saving that can be done with gravity assist(or powered assist) from Eve in that first stage.