• Content Count

  • Joined

  • Last visited

Community Reputation

5 Neutral

About Grounder

  • Rank
    Bottle Rocketeer

Profile Information

  • Location Array

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Agreed. You must be outside of the atmosphere (70km), this is considered a low orbit.
  2. @Spricigo is definitely right. I had a situation of trying to bring a refuelling tanker to my station around Minmus. As soon as I had my encounter the patched trajectory had me not only at a bad inclination but also entering orbit in the wrong direction. All of this I fixed by tweaking the normal/antinormal and the radial handles of the maneuver node. And you can experiment with this as well, move the whole node closer and then farther away and making the adjustment while watching the Delta V gauge. You will observe that corrections at a greater distance are more dramatic with far less Delta V than up close.
  3. Yes. You cannot have duplicates on your ship, only one per biome but all experiments are stored in the capsule. If you dock, your capsule becomes one with the station and just review them. If not able to dock, have one of your scientists do an Eva to the capsule, right click on it and collect the experiments and return to the lab for review. Enjoy.
  4. Remember, you can process data from experiments it has not seen before. For example, before boosting my minus lab from LKO, I had the scientists do a bunch of Eva reports over each biome. It didn't matter I had long ago already collected these reports and transmitted them to KSC, they were new to this lab and so I had some data readily loaded before moving it. Exploit all opportunities. When you collect the experiment, when you review it there will be a chemistry beaker. Click on it and the data will be placed in the lab.
  5. If all else fails, go to the whiteboard and watch the videos by Buckeyemonkey on how to use the navball. More than just basic tutorial, he demonstrates how to do correction burns towards the target. Extremely helpful.
  6. Probably already tried this, but did you try a slower ascent, keeping it under 500 m/s until you get out of the thicker atmosphere?
  7. Sydwad, I think anything is possible if you have enough Delta V budget.
  8. Spricigo, I can never claim to excel at the math but the concept is interesting since, at first glance, it looks counter-intuitive. Much thanks, I think i'm gonna play with this in game.
  9. Sorry to bust into this thread but I just came across this Bi-Elliptic transfer in the Wiki, claiming it saves delta V compared to the Hohmann method. My question is, has anybody tried this in KSP to see if its confirmable?
  10. You are a better man than me. I would've given up and reverted to the launchpad. However, you are probably committed with a harder difficulty setting.
  11. Yeah, I've noticed this being a problem with rockets where I have used the merge option when constructing, or when I've used a sub assembly. Seems to screw up the rooting and staging of the design, so it might have done this as well.
  12. Under 10 I limit my speed to about 300 m/s. 20 to 30 I go up to 600 m/s. After 40 I open it up to my desired apo, cut engines, lay flat, then circulize at about 15 to 20 seconds from apopsis. Any faster and you have drag and heating effects. If you haven't checked them already, tutorials on gravity turns are super helpful for efficient ascent velocities. I read somewhere that heat has an exponential rate of 3 with velocity. I.E.: 1m/s would generate 3Kelvins of heat. Doing 1100m/s in the thin upper layers (15 to 35km) will cause the reentry effects you refer to.
  13. I would strongly recommend watching, "How to use the Navball" by Buckeyemonkey. You can find it on the whiteboard tutorials, point being, during one of these videos he is struggling with the maneuver nodes-working all the handles until he finally gets a proper encounter. Frustrating? You bet. I liked the video because he's clearly an advanced player yet he is struggling like the rest of us. You know, sometimes it's just game mechanics and not the gamer. Nice to know.
  14. It's literally the ability to use a rocket of significant length without it wobbling like a pool noodle during the ascent. Before I used it, I had one rocket pick up some radial-torsion, the nose making circles just before unplanned disassembly. Now I use it every time.
  15. Hello, fellow Kerbo-nauts! This is my first post so bear with me. Some of the things I learned from the tutorials; "1.2 Ascent profile and Gravity Turn" by A_Name is awesome. Some from the whiteboard videos; "How to use the Navball" by Buckeye Monkey, this guy covered the topic in four well informed and broad encompassing videos and showed some target maneuvers that were very helpful. As well his planetary transfers are brilliant, such as launching from the Mun to the West (270 Deg) to aid getting your periapsis nice and low in one shot. I could go on and on. The stuff that sticks with me are my mistakes , in the instance I sent up a probe, did the science and transmitted it BEFORE deploying the solar panels! EC= 0! <forehead slap> GAH! Launch, position, deploy, THEN do the science. I hope this helps someone else! Happy rocketing, Grounder PS: Being a purist I don't care for mods but Kerbal Engineer Redux is essential!