TheFlyingKerman

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About TheFlyingKerman

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    Spacecraft Engineer

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  1. Everyone prefer different profiles for their space planes. Usually I'd climb to certain altitude and accelerate to about mach 1. Then just switch to prograde lock and watch. I fine tune the wing incident so that the plane does a flat speed run, and start rocket engine when it reaches a favorable speed/altitude/pitch (3-5 degrees for Rapiers).
  2. The biggest limitation of a rocket SSTO is that the engine is too powerful for most of the flight. So instead I used a weaker Skipper added moar boosters to help it off the pad. It delivers 9.5t to orbit. Fuel cost is around 3500 funds. The boosters fall back to KSC before they get deleted.
  3. Some more concrete tips: 1) It helps to have very high TWR when landing, like > 60ms ^-2. You would be coming down fast and you'd want to stop fast just before crashing into the ground. 2) Because of the above minimize the dry mass of your lander. A light lander is also less likely to break the landing legs. The command chair is your friend. 3) Consider building a base to mine and refuel on the surface, so that there is no to bring the fuel for lifting off while landing. This is especially useful for reusable single stage landers.
  4. The mobile processing lab, when used as intended as a science research space station, is sometimes considered as overpowered with it potential to generate infinite science. I have come up with and tested an even more ridiculous idea. The MPL works in two steps. First, experimental results are moved into the lab, and the lab converts the results into raw data. Then the scientists in the lab converts the data into science points, which can be recovered or sent home and used to unlock new tech nodes. In the first step, how much raw data one gets from each experiment is determined the situation of the lab when the conversion is done. In particular there is a 90% penalty when the lab is landed on Kerbin. This is intended to make researching at home useless. The key word here is when the conversion is done - if the lab is flying a few meters above ground the game considers it not landed. So for a test I built a basic plane with a lab, loaded it up with experimental results collected in the KSC area (easy with so many micro-biomes). Then I took off and converted the experiments into data after reaching stable altitude. I did not see any penalty. Then I landed back to KSC and got the scientist start research - essentially at home. I should get like 500 points before the conversion become inefficient. It is easy to have as many similar labs working simultaneously as one likes.
  5. ^^ And IIRC the thuds produces no usable thrust on Eve and are heavy and extremely draggy. Also I suggest some leveling mechanism (easier with BG!) because you will land on some slopes.
  6. The Kerbal Express Airlines challenge Really fun and I learned a lot about optimizing 'aerodynamic' performance in KSP.
  7. The last manned rocket costs 9155. Now my entry for cheapest manned rocket: 2603 funds (the cost of the Twitch engines go down from 400 to 230 in later versions) , 10.165t Orbit.
  8. There is an old thread IMO going to Moho isn't so hard. I did a manned Moho landing and return only chemical engines and it still comes under 50t at LKO.
  9. There are many good tutorials on how to build a plane. This tutorial is about piloting the plane. I shall use my LKA-1A https://kerbalx.com/TheFlyingKerman/How-to-fly-a-plane-in-KSP for demonstration. I recommend the reader to download the plane for practice. It helps to have a plane that is easy to handle at low speed. I am not going into details about how is plane is constructed but note that its COL is just behind the COM and has wing incident. Get Jeb (or other pilot) into the plane and launch. 0.1 Before taking off, get off and plant a flag just off the west end of the runway. Then get back to the plane, or just recover the pilot and plane and launch again. Taking off 1.1 Turn on SAS (T). Deploy flaps AG2 1.2 Turn to full throttle and stage (space) to start engine. 1.3 When speed reaches 40m/s, pull up lightly (S). 1.4 Retract flaps after the main gear leave the ground. Maneuvering 2.1 Climbing and descending is easy, just press S or W to pitch up/down. 2.2 To make a large turn left, first roll anti-clockwise (Q), then pitch up (S). When the plane is heading the desired direction, level the plane. Vice versa for right turns. 2.3 To make a small turn left, roll a few degrees anti-clockwise (Q), then yaw left (A). Level the plane when done. 2.4 For practice, climb to 7000m, fly to the mountain range west of KSC, do a crew report and then fly back to KSC. Landing We will land right back to the KSC runway, from the west. This the hardest part of the tutorial. It is know the runway runs from west to east, and is 70m above sea level. Imagine the runway extends east and west, and you should be flying along the runway. 3.1 Begin the approach from about 30km away. Descend to 1000m ASL, and throttle way down to slow down to 55-70m/s. 3.2 Set the flag you planted as target. Note the navball. In this case the target is at your north-east, at about 070. So fly north-east at greater derivation (say 045). 3.3 Now the target marker is at 090. We are roughly aligned. However note the runway is still centered within the triangle bracket marking the flag. Do some fine tuning with the method described in 2.3. 3.4 Looking ahead, the front gear, the runway, and the flag is aligned. The heading is 090. We are running true. Lower flaps (AG2). 3.5 Aim at flying 300m ASL, descending at 5-10m/s while entering the KSC airspace. The final approach begins. For this plane the recommended landing speed is 45-55m/s. 3.6 We are over the runway. Check that the course is still 090. 1-2 degrees off is OK. 3.7 The landing gear is a bit weak. Pull up a little to slow the rate of descend while a few meters above the runway. Aim at <3m/s vertical speed when touching down. 3.8 Hit brake when the main gear touches the ground. When the plane fully stops, mission accomplished. Otherwise just turn around and try again. If everything fails there is still the parachute, so our little green pilot will live and fly another day.
  10. Finally managed to land on Eve, and then lifted off and reached orbit. Then a Kerbal picked up the science
  11. And that would pretty much defeat the point of sending probes because you always need somebody nearby.
  12. Controllable fins are even more expensive. And SRB rules.
  13. Try to land on Tylo by hand with such delay...