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Everything posted by Lt_Duckweed

  1. Class I comets are the largest comets, and always spawn on hyperbolic escape orbits from Kerbol. So they swing by periapsis one time, then sail off into the distance, never to be seen again.
  2. That's is because it is a basic advanced spaceplane tutorial. It's intended to be as simple as possible. But the craft in the tutorial could be even more efficient if it used nerv engines and didn't have oxidizer. All of the following SSTOs use no oxidizer at all: This one does use ox, but only on a technicality (it has to use a small amount to power the fuel cell)
  3. This is incredibly false. Like, bafflingly so. The most efficient spaceplanes for LKO all use only liquid fuel, swapping directly from airbreathing rapier to nerv powered flight. While that is a bit beyond the current skill level of OP, having a few nerv engines to help reduce the amount of oxidizer they use on ascent and circularization, and more importantly, for the burn to the Mun, and as much of the Mun landing, and later ascent from the Mun and return to Kerbin, will vastly reduce the amount of fuel they need to carry. The number of nervs they have right now is overkill, but so is the number of Rapiers. @OP, I highly recommend watching this video to get a decent handle on how to build large planes: Once you can successfully get a large plane like this to orbit with the engine ratios mentioned in the video, then you can work on extending its range to the Mun (just think of the nervs and extra fuel needed as payload that you need to get to LKO first)
  4. They will still produce drag. To prevent or reduce the amount of drag they produce you have two main options: 1. Put them in a cargo bay or fairing. 2. Use node attachment on any open nodes to reduce their exposed surface area, as detailed in this video:
  5. Even aside from that setting, you can level up a Kerbal via the mobile processing lab.
  6. To see the exact amount of drag each part is producing, and the total drag the crat is producing overall, you can enable a couple of options in the debug menu. Alt-F12 -> Physics -> Aero -> Check "Show Aero GUI" and "Aero Debug Data in Part Action Menus" Drag in KSP is calculated based on the surface area and shape of parts.... kind of. When you node attach parts, the game reduces the surface area of the face the node matches with but the surface area of the corresponding face of the attached part (so node attaching a 1.25m fuel tank on the front of a 2.5m tank reduces the front face area of the 2.5m tanks by 25%, and completely eliminates the rear face area of the 1.25m tank) If a part isn't node attached it is considered fully exposed to the airstream, unless it is in a fairing/bay. This is what is happening with the radial attachment points. This means they are creating a lot more drag than the engine plate would (since the engine plate is using node attachment) For more info on how the drag calcs work, check out this video:
  7. With enough fine tuning, patience, and careful craft design, the answer is "all of it". In general, you are limited by the heat tolerance of your craft, the body you are capturing at, and how much drag you can generate. As long as everything is behind a good heatshield, you can usually get the capture pretty much for free. With a spaceplane, you will have to propulsively capture at Eve, Jool, and Kerbin if coming from a distance much greater than a Duna or Eve return. Once captured, you can of course do as many gentle aerobrakes as needed to do the rest of the aerobraking for free.
  8. Currently it is not. It is under consideration for after I finish some of my other KSP projects.
  9. It should be fine to add it to an existing save, I swap it in and out from time to time when testing. ~~Just don't put a craft in orbit around a quackpack body and then uninstall. The game will not be happy if it is trying to place a craft and the body it orbits doesn't exist anymore. Edit: I wasn't paying attention and thought this was my other mod lol. This should still work fine to swap in/out for a stock scale system, but a rescaled system will probably not work too great.
  10. Support for parallax is being considered, and may come in a future update!
  11. QuackPack QuackPack is intended to fill out an often neglected portion of the Kerbolar system: the deep inner system, far below the orbit of Moho. Oftentimes, when a player has conquered the stock system, it may feel like the only way to access more challenging destinations is to install full system replacers, or interstellar mods. System expansions such as Outer Planets Mod are a very popular first step, bridging the challenge gap between the stock system and full blown interstellar packs. QuackPack is designed to add an additional level of challenge to a stock + OPM install. Instead of looking outwards towards other stars, it is time to look inwards towards our own. These planets are not for the faint of heart. Transfer requirements are extreme, and their gravity wells are deep. Gravity assists are a near requirement. Failure lurks around every corner, as the unique thermal environments can cause unexpected problems, or outright destroy craft. Aerodynamics will work in unusual ways, as the superheated atmospheres are very different from anything else in the Kerbolar system. However, with smart design, clever planning, and skill, these bodies can be conquered, even fully reusable, or, theoretically, with single stage craft. Bodies Blas, a metal poor, scorching hot desert Superkerbin with a large ring system and one small moonlet. Geet, the lone moon of Blas, and a shepherd to the ring system. Jot, an inflated hot Jool with an extremely large atmosphere. Cind, a Kerbin sized tidally locked hellworld, with an atmosphere made of sulfur and boiling metal. Features 4 challenging new bodies to explore. Science and career mode ready, with full biome and experiment definitions. Full scatterer integration. Full EVE integration, with clouds, sandstorms, lightning, aurorae, and thermal glow. Planetshine and Distant Object Enhancement integration. Notes This is my first planet mod, pls be gentle. Gallery Download Github SpaceDock Installation Remove any prexisting QuackPack installations (QuackPack folder within GameData folder in KSP directory) Install ALL listed dependencies, following the links bellow Download and extract the QuackPack zip file Place the GameData folder into your KSP directory Requirements ModuleManager, 4.2.2 Kopernicus, 1.12.1-139 Kopernicus Expansion EmissiveFX, Beta 9 - 1.11 Community Terrain Texture Pack, 1.0.4 Bundled Dependencies Niako's Kopernicus Utilities, 0.3 Sigma Heat Shifter, v0.1.0 Provided Compatibility Scatterer, v0.0838 EVE Redux, Distant Object Enancement, v2.1.1.9 Planetshine, Recommended Mods BetterKerbol Outer Planets Mod Licensing QuackPack is licensed by Attribution-NonCommercial-NoDerivs 3.0 Unported (CC BY-NC-ND 3.0)
  12. Rapier actually takes the win here, the higher top speed means a better ratio of Nerv dry mass to overall wet mass (due to higher airbreathing speed meaning less nerv twr needed) and the fuel savings from shorter Nerv burn for the most part offset the lower isp of the Rapier vs the Whiplash in airbreathing mode.
  13. Have you hit z to throttle up? Did you make sure the tanks you added contain both liquid fuel and oxidizer? If you tried a jet engine, did you make sure you added air intakes as well?
  14. zgqh ladder, zg alpaca, and Alpaca Z are infact, all the same person
  15. Thanks for pointing it out, I forgot to update the github link in the OP. Should point to the correct release now.
  16. I recently completed working on a deep dive into how fairings and bays work. If you've ever wondered what exactly counts as "inside" a fairing, look no farther.
  17. With the amount of wing area you have, you should be going MUCH faster than 400 m/s at 15km. I typically don't even leave sea level until past 400m/s and by 15km am well over 1000m/s
  18. You will see this anytime the initial body and final body are not 100% coplanar. It's due to a couple things. The porkchop plot assumes a single ejection burn, and a single capture burn, with no corrections. A perfect Hohmann transfer involves you reaching the target body at 180 around the sun from where you left. AN and DN will always be 180 degrees apart from each other. Thus, if you did not leave exactly at the AN/DN with the target planet, directly hitting the target planet exactly 180 degrees around your orbit involves making the departure point one of the AN/DN. This requires an extreme normal/antinormal burn to do, essentially rotating your orbit 90 degrees Alternately, you just burn prograde to eject, and then do a small correction burn at the AN/DN. It's just that the chart can't capture this, due to the lack of considering correction burns.
  19. This is an example of a 90/10 technique. 90% of the result for 10% of the effort. The lift to drag curve absolute peak when supersonic is remarkably shallow and broad. l/d ratio absolute peak is at an AoA of 3.81 degrees at Mach 2.5 Using a value of 5 instead of 3.81 degrees nets you a loss of efficiency of... 3.46% 5 vs 4 degrees is a loss of 3.33% at Mach 2.5 5 vs 4 degrees is a loss of 1.95% at Mach 6 So yeah, if that 2-3% is super vital, one can feel free to faf about setting up 4 degrees, but most of the time, it just isn't worth it. For what it's worth, I often opt for slightly more wing area at a lower AoI for the superior landing flare and pitch up handling (5 degree AoI with 3 degree flare = 60% more lift, 3 degree AoI with 3 degree flare = 100% more lift)
  20. The poodle has a one bell variant
  21. Once supersonic, lift to drag ratio stays fairly constant, only dropping maybe 10-20% from Mach 2.5 to Mach 5. You cover twice as much ground per second, at only slightly higher fuel cost. In addition, the closer you get to orbital speed, the less you feel the effects of gravity, and the higher you are, the weaker gravity is. Together, this means going as fast as you can, as high as is reasonable, reduces the amount of lift you need to have to continue flying. Since lift to drag ratio is relatively constant, this means less drag as well. End result being that with whiplashes or rapier engines, the most efficient speed and altitude is as fast as you can as high as you can.
  22. While this is technically true, there is a way around it, using messenger assists, also known as a Vinf leveraging manuver. on your first encounter with Moho you simply fly past, bending your orbit slightly radial in/out (if you are coming in tangent which way only matters in terms of lining up your future periapsis with Moho's pe). This reduces both your periapsis and apoapsis somewhat. Then, at apoapsis, you raise your periapsis such that your orbit and Moho's orbit are once again tangent at their intersection. Then a few orbits later you encounter Moho again. The amount that your Moho relative velocity decreased by will be significantly greater than the cost of the pe raise. From an Eve flyby, a fairly optimal set of flybys is 5 flybys with 5 dsms and then a final encounter and capture burn. Done this way, you can reach low Moho orbit from an Eve flyby in under 600 m/s
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