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Grogs

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About Grogs

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    Spacecraft Engineer

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  1. I rescued the last kerbal with my rescue pod carrier and then brought the whole thing down safely. It did tip over on landing, but nothing was damaged. I also noticed a launch window for Eeloo approaching on KAC and decided to send a probe. Kerbal Alarm Clock said I had 9 days, but when I checked on Alex Moon's launch window planner, it showed that I was already past the optimal window. I decided to launch a probe immediately while I could still get a reasonably efficient transfer rather than waiting another year for the next window. I just grabbed a
  2. If you look at the big table about halfway down the page below, it has the EC cost to transmit the various experiments. If you're doing an atmosphere scan of Jool, that's 2000. The next most expensive is the gravity scan at 600. I agree you probably won't have enough time to recharge a probe entering Jool's atmosphere, so I would pack enough battery to transmit everything in one go onto that one. https://wiki.kerbalspaceprogram.com/wiki/Science
  3. I sent a crew to hunt down the last couple of anomalies in the southern polar region of the Mun. I've tried (and failed) to find these before, but thanks to a new higher resolution scan I had more accurate waypoints to go by. It turned out I needed almost all of the 4000 m/s dV on the lander to visit both and return to the station in equatorial orbit. And I rescued a kerbal from Kerbin orbit. After a safe re-entry, Wilneny became the 47th kerbonaut in my program. This was the last rescue pod. The mother ship can grab one more kerbal and that will probably be
  4. Today was a momentous occasion as the final two ships left for the Duna expedition. First the Duna Express, piloted by a single kerbal, will be responsible for returning the crew safely after they finish their mission. Then the Duna Explorer with the main crew left about a day later. In total, there are 5 ships currently en route to Duna. I'm going to start wrapping things up in the Kerbin SOI and focusing on interplanetary missions more now just so that I'll actually get to them in some reasonable amount of time. Back on Kerbin, the Kerbin Flyer explored a co
  5. I'll try to put some numbers to it and see if that helps. I normally use RCS for one of two things: docking and fine adjustments to maneuvers. In both situations, it's pretty rare that I want to make an adjustment of more than 1 m/s. Doing that over the course of say 10 seconds would be good, so that gives an acceleration of 0.1 m/s per second. In terms of TWR, divide by 9.8 and you get around 0.01. That 10 seconds is pretty arbitrary, so really anything with a TWR of say 0.001 to 0.1 would probably be tolerable. A single RCS thruster block gives 1 kN of thrust. F=ma --> a = F/m
  6. I rescued a couple more kerbals for the space program today, including Doodmon Kerman. I think at some point I'll have to have a mission with Doodmon, Doodbro, and Billy-Bobmund Kerman just for the laughs. My Atlas XL asteroid catcher latched onto a Class A asteroid. At only 5.7 tons they mined it dry in less than a minute. The husk was put into a highly elliptical orbit around Kerbin to fulfill a contract and then abandoned. I think the crew have been in that cockpit for about 120 days now so I'll send them back to Kerbin for some R&R and counseling. I to
  7. Busy day. I rescued a couple of stranded kerbals around Minmus and Kerbin. I'm going to continue rescuing kerbals until all the rescue pods on the carrier are used up. By then, I should have around 50 total. I can't see ever needing more than that even with several interplanetary missions going at once. Landed on the Mun to fulfill a contract and check out an anomaly that turned out to be another munar arch. Then I sent Jeb and Bill hurtling off towards Duna in the first kerbed mission to another planet. They'll take the ISRU rover to Ike and refuel the transp
  8. I took a contract to rescue a kerbal stranded on the Mun. I have to admit, just the name of the kerbal, Billy-Bobmund Kerman, had me intrigued. He was in the north polar crater, so I took the large capacity lander down. I wab able to set the ship down within physics range of Billy-Bobmund. Billy-Bobmund seems happy for the rescue. Leaving the Mun's surface with the new kerbal in tow, the crew got a good view of the mountainous region around the north pole. I also spent a bit of time on ship design. I wanted a ship that could c
  9. I made a couple of runs up to LKO with the Winterlance. First was to pick up a kerbal to complete her rescue contract, then another to take her back up so she could get experience landing on the moons. Then Jeb and Bill launched the first manned portion of the Duna expedition. This launch consists of an ISRU rover for refueling on Ike, a small station core, and a transfer stage that will become a fuel tanker once at Duna. The ISRU rover combo docked at LKO station and then headed up to KEO station to take on a full load of fuel in pr
  10. I launched a new Munar lander with a high capacity and enough dV (~4,000) to easily reach the poles from an equatorial orbit. The lander docked at Kerbin Station to complete a contract to upgrade the station. Meanwhile, the lifter stage returned to KSC. It landed on the sloped berm around the launchpad, but thanks to the landing legs remained upright for a full recovery. The lander then headed towards the Mun, refueled at Munar Station, and headed down towards the south pole to look for an anomaly that had been spotted by satellites. There was
  11. I've found that just closing the part action windows and doing a quick time warp fixes the problem for me. I do one transfer, then I have to time warp again if I want to do another transfer to/from those same tanks.
  12. I launched a new rescue pod carrier for grabbing stranded kerbals and their crafts from LKO. The new rescue pod carrier builds on the lessons of the previous two. The biggest difference is that I added a claw and parachutes on the main body of the carrier. This will let the carrier rescue a total of 7 kerbals and bring the transport stage/nuclear engines down with the last kerbal rescued. Ronard Kerman was the first rescuee with the new craft. I've found that lowering Pe to 25 km gives for a nice reentry with little danger of overheating. Ronard was brought
  13. I quicksave all the time and I'll usually reload if I say hit the wrong button or something. I also revert when I'm launching craft because to be honest I feel like that's a part of the design process of getting the launcher built right. And for sure if there's a game bug, like when one of my ships sitting on Minmus suddenly gets sucked into the ground and explodes - I'll reload that. That said, in career mode I often have 6-10 ships moving around doing things at the same time. So if my probe reaches Duna and I realize I've forgotten something, I would possibly have to replay weeks
  14. If you want 100% coverage throughout the whole Kerbol system and every celestial body, you can build a relay network like this: https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Setting_up_a_CommNet_system For most(?) of us, I think it's complete overkill. For my career mode, I just took contracts to put satellites in various orbits around Kerbin/Min/Minmus until coverage was pretty good. I play with default settings, so losing connection is mostly just inconvenient - no fine control on the throttle and no placing maneuver nodes until comms are restored. I can live with a 5% c
  15. I started in 1.5 or 1.6 with the tutorials so my first flight was probably the one where you launch a Mk1 capsule with a flea SRB and parachute on an atmospheric flight. My first self-designed craft was this massive thing with a Mk1 capsule and then a stage of each size (1.25 - 5 m) plus SRBs I called the Behemoth. I didn't know anything about struts (auto or otherwise) so the whole thing flew like a wet noodle and the SRBs pointed in four different directions. It had a crazy amount of dV though and when I launched it straight up it left Kerbin's SOI and ended up in a highly ellipt
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