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Delay

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Posts posted by Delay

  1. Crashing into Mun,

    Getting Stuck on Laythe (or any other celestial),

    Not Leaving Low Kerbin Orbit,

    Deorbiting Gilly,

    Surviving Eve's atmosphere,

    Getting Stuck in Sun Orbit,

    Checking the Staging,

    Losing Connection to KSC (during transfer orbit),

    Forgetting...

    ...Solar Panels,

    ...Reaction Wheels,

    ...Batteries,

    ...Antennas

    .

  2. I have a question: When should I start leaving Eve's SOI for going back to Kerbin? I have ~1800m/s dV left. Oh, I forgot: I entered Eve orbit, the very first orbit around another planet for me (Duna was just a flyby).

    I know that I need to launch to Eve when Eve is 45° behind Kerbin, so maybe when Kerbin is 45° ahead?

  3. I seem to be 15-25 years younger than the majority of players on the forums, then?

    I don't really know why I play KSP. Might be because I love mathematics, physics (especially astrodynamics) and everything related?

    It's just a really fun game I could play for a long time. There are so many possibilities, so much to do!

  4. It's a mod I'm very interested in checking out, but that's not possible at the moment.

    The PC I'm writing this from still runs Windows XP, funnily enough. I play KSP on a different machine and currently have a career going there (I coming back from Duna and I start to explore Eve, when should I launch?). As soon as my PC has W7/10, Principia will be the first mod I want to try.

    Is it very different? Or can you use patched conic knowledge for n-body too?

  5. I did a tourist contract today. I needed to perform a fly-by and orbital insertion around the Mun. I decided to use a MK1-2 for that, because I have can have a pilot and both tourists in the same capsule and it would be independant from connection to Kerbin. So I built a vehicle capable of performing these tasks, go there, and got back safely. Except...

    The parachute decelerated the pod too quickly. One kerbal got unconscious, the contract failed. To solve this, I decided to redo the upper stage. I got rid of the decoupler between tank and the pod, removed the Poodle, moved the heat shield down, added some legs, 2 thuds and an extra fuel tank and did a powered landing instead, just for fun.

    I was already used to performing powered landings with Mk1-2s, because the only other time I use the pod (for docking to my space station) always lands this way.* But I never did it with such small amounts of fuel (157 units of LF instead of over 600), so it still took some attempts.

    I "landed" first try, some parts exploded and I wasn't happy with it. The second try was a complete failure, because the vessel decided to flip around. Third try: started the burn a bit too late. The fourth one was "successful": I forgot to stop SAS turning the rocket retrograde, so I was hitting the ground with 2 legs, got back in the air, (accidentally) did a backflip and then landed on all 4 landing legs. I decided to let this one count.

    Oh, and I also built a geostationary satellite.

    *Please note that this was not inspired by a real company in any way, shape or form. Also, note that I don't have backup chutes on the pods, so I have to do powered landings.

  6. I'm currently having a lot of failures with probes... Here's a list of things that I do differently when launching a probe in "L"KO:

    Manned: Apoapsis: 75,000 - 85,000, wherever my gravity turn puts it, Circularization at Apoapsis

    Probes: Apoapsis: 120,000 - 150,000 as far away from KSC as possible, Circularization 20 km after apoapsis

    Why? Because I have to worry about connection. I don't have a geostationary satellite network for relay yet (antennas are too weak), so I need to push the apoapsis as far as possible (to guarantee a connection to the next station) and as high as possible (to establish a connection as soon as possible and to not immediately fall into the atmosphere) because signal clipping (is that what it's called?) is at 0. Sometimes it works, other times my probe just burns up.

    Or, how about this: You're currently doing a transfer to the Mun. And then, seconds before you cut the engine, you lose connection.

    But that's not it. My last Minmus mission was filled with problems:

    Landing on Minmus. Went perfect, but the landing legs (the first you get in the tech tree) are kinda... weird. They really don't like keeping things upright, so while I was planting my flag (looking worried at the lander) the lander started falling over. I ended up closing the service bay to push the rocket up and then lifting off like nothing ever happened. Except...

    EC was running out. So whenever I needed to turn, I had to ignite the engine. Minmus' low gravity made that a bit of a problem was really helpful there. But in the end, Jeb got home safely.

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