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Fraktal

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About Fraktal

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    Junior Rocket Scientist

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  1. Whoa buddy, you are overengineering that lander a tiny bit. If I may, I'd recommend that you use your rocket's final pre-lander stage for the transfer, munar circularization and deorbiting and have the lander's own engine take over only during the actual descent towards the Mun's surface. Examples with and without Making History parts: All of these are capable of landing near-equatorially on the Mun and returning to Kerbin with about 200 m/s to spare. On the stage readout, Stage 1 is the lander, Stage 2 is the transfer stage immediately below the lander.
  2. I was thinking of something similar but in addition to the air being thin, it's the craft falling nose-first. The Mk1 does not have enough drag when falling nose-first to decelerate to parachute deploy velocity, regardless of whether it's coming in from atmospheric flight or orbit, and the reaction wheels are not strong enough to turn the pod around for proper deceleration if anything other than a heatshield is attached to the rear. Pretty much the only thing that can be done in this case is to use the reaction wheels to produce drag by coming in as high an AoA as possible and sustain it
  3. Maybe, but are you really going to be that cheapskate to use Mk0 tanks for NERVs? Or more to the point, just what kind of eldritch part count that 18k figure is going to take with only Mk0 tanks?
  4. I've had this problem too, not just with Minmus but with Duna as well. My first trip there, aimed to aerobrake into orbit upon arrival, ended up missing the SOI completely when I went to warp. Not only that, but any change to warp rate, no matter how minimal or how slow, ended up adding a couple hundred thousand kilometers to the closest approach.
  5. Also check whether you happen to have the AECS Motion Suppressor mod installed. I recently caught it force-overriding engine gimbal locking settings whenever SAS is steering, regardless of what the player sets in the VAB.
  6. From personal experience, 0.1 deploys at 10 kPa, so I think 0.5 is what you need.
  7. Very nice! I usually don't bother being that precise, anything within 3-4 kilometers is good enough for first pass. I'll just match course and close the rest of the distance from there.
  8. You're thinking of geomagnetic storms caused by coronal mass ejections; those only happen in extreme close proximity to planets with a magnetic field. Regular solar flares are more dangerous to astronauts than electronics (radiation sickness and cancer risk), although they can cause issues with electronics too (charged particle happens to pass through a chip, a RAM bit or two may randomly get flipped and cause the computer to crash from sudden nonsensical data; this happened to Curiosity once, but NASA weren't stupid and put two computers into the rover just in case one dies).
  9. ...okay, I just got IP-banned again after having spent the past half hour editing a wiki article. The error message, in case it helps: UPDATE: and now I'm getting a CAPTCHA too!
  10. Weird thing happened today. I suddenly got IP-banned for an hour from both the forum and the wiki by CloudFlare rate limiting after having opened the past seven or so major version announcement threads looking for something in the changelogs. Is that normal?
  11. Same here. I generally try to put all experiments in range of the command pod's ladder. Failing that, put everything into a 2.5m service bay and slap a ladder in the middle the scientist can hold on to while I'm clicking around. One improvement that could definitely be made with these is that if you have a scientist or a lab onboard, transmitting data instead of keeping it doesn't pop up a yes/no confirmation dialog complaining that you'll need to reset the experiment every single time.
  12. On the contrary. They can survive a Minmus reentry on 120% reentry heating just fine.
  13. FYI, they can still withstand a Minmus return at 120% reentry heating. And to answer the OP, the KV pods have less ablator because they also use up that ablator at a much slower rate than standard heatshields. At 120% reentry heating, a KV-2 pod can ride out a Minmus return at 35 km Kerbin periapse with slightly more than half of its ablator remaining. The pod will get hot enough to display the overheating bar, but it will not explode because once the pod is running at about 80-90% of its maximum heat capacity, the ablator will be cooking off fast enough to keep up. It's not as good
  14. I already proposed modding the tech tree for that, but was told it'd break compatibility with a lot of other tech tree mods.
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