• Content Count

  • Joined

  • Last visited

Community Reputation

241 Excellent

1 Follower

About VoidSquid

  • Rank

Profile Information

  • Location Array

Recent Profile Visitors

574 profile views
  1. Couldn't agree more, @fulgur ! As happy as I am to have mods for this, these mods are workarounds and the issue should be addressed by SQUAD, not modders.
  2. As a general rule, when launching from any given latitude, the minimum inclination you can directly launch into is that of the latitude. So, if you launch from a pole, you'll always end with a polar orbit, if you launch from equator, you can launch into any inclination. That's why the US launches from Florida, not Alaska, Russia launches from Baikonur, not Moscow, ESA lauches from French Guiana, not France (mainland) or Germany. Launching from any non-equatorial latitude, to achieve an equatorial orbit, you'll need a second maneuver to change the inclination.
  3. Depends on the difficulty setting ""Resource Transfer Obeys Crossfeed Rules"" though, iirc.
  4. An engine like the NERV has a very high ISP, meaning a very high mileage (dV) per amount of fuel. Try building a vacuum stage for a rocket with say a Mk1 Command Pod as payload, that has a dV of no less than 8k, one build with a Terrier, one build with a NERV. You'll easily see @fulgur mentioned the rocket equation, from it it also follows that for typical KSP tanks, the maximum theoretical dV for any engine is 21.57 x ISP If you're interested in further reading: https://wiki.kerbalspaceprogram.com/wiki/Cheat_sheet
  5. So did I for a short while until I almost exclusively started to use the Reliant in favor of the Swivel: higher thrust and less weight allows more payload/fuel, plus it's a little cheaper (savings here tough are usually more than eaten up by the need for active fins). Over time, my typical rockets evolved as 3+ -stage: 1st stage comprised of SRBs only, bring the vessel up to about 10-12 km altitude with a good vertical speed of 350-400 m/s. Reasoning: SRBs are cheap, and close to the end of their burn time have a quite high TWR, giving the vessel a good vertical speed boost. 2nd stage is typically using a Reliant (or the respective engines for other diameters) with a TWR starting around 1.2, and moves the rocket close to circularization, ideally AP 80-100 km, PE positive but below 25 km. Reasoning for using a Reliant instead of a Swivel see above. The active fins are mounted on this stage in order to provide steering for 1st and 2nd stage. Separation after stage is burned leaves the PE below 25 km in order to avoid space junk (Kessler syndrome). 3rd stage is typically using either a Terrier (or the respective engines for other diameters, see above) for vessels needing below 4k dV, e.g. to Mun or Minmus. Or a NERV or similar engine for targets needing more than 4k (e.g. Jool moons or Moho). Reasoning: in vacuum, ISP becomes the dominating parameter, see @Pecan 's detailed post above. If required, there might be additional stages as well, e.g. the final stage for landing at Tylo needs a high TWR, hence that stage typically is LfOx based with engines (depending on the payload mass) like Skipper or even Mainsail. As a rule of thumb, the dV for any given vacuum stage should be numerical between 8 and 12 times the engine's ISP for optimal efficiency with an acceptable acceleration, I usually aim for an acceleration above 2.5 m/s^2
  6. Transfer Window Planner though "only" makes porkchop calculations for transfer between CBs orbiting a same central CB (e.g. Mun to Minmus, or Kerbin to Duna), it does not calculate Hohmann Transfers.
  7. After leaving Duna's SOI, you're in an orbit around Sun, and you need to do a Hohmann Transfer to Kerbin. In the end, it is essentially like going from Kerbin to Mun or Minmus. Provided you have all required data, you could calculate the Hohmann Transfer, that is however a not-so-easy task, to say it mildly. So, apart from doing the math by yourself, you have two options then: Either use a tool/mod, that does the calculation for you, that tool would be MechJeb. Or you do it by try and error, fiddling around with maneuver nodes until you find an acceptable encounter.
  8. That would assume that I'm smart enough to do do that, I'm not though (nor do I have enough time or will for this, not important enough anyway, it's just a minor inconvenience)
  9. Didn't find one, that's why was asking. Do you know if there is a strategy that converts converts science to cash? Yepp, that worked
  10. Looks very similar to the last one. But if you can play for an hour with multiple times switching between different screens before having a crash, the issue was that Razer Synapse. A crash every few hours is kind of normal, happens here too.
  11. Hey kerbalk, If you're a bit of a perfectionist like I am and always want to have control of any vessel near any CB (excluding Sun), you can set up a relay network as per this tutorial: https://wiki.kerbalspaceprogram.com/wiki/Tutorial:Setting_up_a_CommNet_system
  12. Hi and welcome, @ScrapIron, Wow, I'm impressed, you certainly are a very smart person (much smarter than me anyway) Guys coming to my mind immediately here are definitely @sarbian , @Jim DiGriz and the other folks developing MJ, see this thread
  13. I've read more than once in the KSP forum that this sometimes is the cause of such access violations. Try running KSP without it.