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About camacju

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    Sr. Spacecraft Engineer

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  1. Nah, with stacked service bays you can definitely do a sea level sundive
  2. @Brikoleur I would like to un-claim paraglider technology and let any other participant use it, in order to see what direction other people take it. As for the air intake, it's flipped around and clipped inside the Juno engine. This produces less drag but it wasn't really necessary. One thing to note, that I didn't actually take advantage of, is that deploying a Kerbal's chute actually reduces their drag a good amount. However the lift from the chute makes the plane have a tendency to nose up.
  3. I didn't use Mechjeb for any autopiloting, only for information readouts. In that sense it's the same as Kerbal Engineer which is explicitly allowed @Weak Player
  4. https://imgur.com/a/Umtb0kf Here's a manned mission to Pol and back
  5. This was a fun challenge! I'm not used to designing tiny planes so this was something new and interesting. I aimed to optimize for cost, mass, and part count, but not time. Craft in VAB. 2375 funds, 9 parts, 688 kilograms mass. The parts are three elevons, a Juno, an air intake, a basic fin, a command seat, a liquid fuel tank, and a small hardpoint to act as a landing skid. This craft is actually pretty fun to fly. I'm not used to flying without SAS so it was a bit annoying at first. Cruise at 200 m/s. Kerbal drag is really really high so I couldn't really go
  6. I like Laythe and Eeloo because they're good for practicing gravity assists.
  7. I was wondering when you'd turn up. With exploits allowed you can go to -250m on kerbol
  8. My point is that that's basically the exact opposite of what @Snark was claiming, which is that constant altitude landing/ascent is easier but less efficient.
  9. A secret nobody's probably realized is that my time warp is at 100X which is a lot better for cooling. It's because at 100X time warp the heat calculations are done as if the craft is a single part, massively improving heat conduction between parts.
  10. The math is a bit tricky, so the best way to test this is empirically. I've done both constant altitude landings and constant retrograde landings, and constant altitude landings are more efficient. In a similar fashion, constant altitude ascents are more efficient. And for some reason, ascents are a lot more intuitive for me, so maybe the following explanation will be sufficient: For an ascent on an airless planet, the only thing that matters is horizontal velocity, since you don't need to climb above anything. (Assume that you start from a mountaintop or something, for the sake of argum
  11. That's why you want to come in completely horizontal, so you're always doing the exact minimum amount of fighting gravity. Pointing retrograde is fine if your TWR is really high, but for a low TWR landing (such as, trying to land on Tylo with nuclear engines), you won't be able to land at all, much less land efficiently. That's why you should burn a bit above retrograde, so you have more time before you crash. And even so, a constant altitude landing and a constant retrograde landing asymptotically approach one another as TWR increases, but the constant altitude landing is always more efficien
  12. https://imgur.com/a/gr3CldN This is probably the closest that you can go to the Sun without aerodynamic exploits
  13. The craft would probably work fine even without clipping of the fuel tanks. I only did that so I could have a lighter fairing
  14. This wasn't today, but I'm still proud of this. I launched a single stage craft to orbit and then landed at KSC ... eight times in a row. https://forum.kerbalspaceprogram.com/index.php?/topic/11189-the-k-prize-100-reusable-spaceplane-to-orbit-and-back/&do=findComment&comment=3956589
  15. My favorite first is probably when I had a SSTO, I landed at KSC, and I realized that I had enough fuel to do it again.
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