Jump to content

Rhomphaia

Members
  • Posts

    789
  • Joined

  • Last visited

Everything posted by Rhomphaia

  1. In the past I have built shuttles, always with the intention of entering this challenge but never being happy enough with the final design to continue... Today that changes. It's a shame I could not get a qualifying entry with the miniature prototype, It is by far the cooler design, but I guess I will have to go with the production model Invalid prototype For my actual STS-1a submission stock plus DLCs , the production version of the Inline Space Transport System does not require SRBs when not carrying a payload Mission Highlights
  2. Thanks, and the wait is over. It gets a bit silly, to make something of an appropriate scale, it ends up with far too much power in the lower stages, in the original configuration, orbit would be achieved shortly after the boosters separated, with the core stage having enough deltaV left on orbit for a TMI. For the actual Mun mission, I flew with less than half fuel on the boosters, core and third stage and swapped out the mainsails for skippers, still over powered. More images I was quite pleasanly surprised by how well the landing gear actually worked, I have had bad experiences with this sort of thing before, an earlier test flight of a more basic version of the lander got me this lovely shot
  3. I have a Proton, that should qualify Some more shots Although, since Das MarsProjekt made it, maybe I should polish up my take on the protons proposed big brother, the UR-700, probably the most Kerbal looking rocket ever designed (until the UR-900 anyway)
  4. If you press the period key while you are in the atmosphere it uses physics warp to speed things up, if you are not in the atmosphere then it will use normal time warp. physics warp can be used out of atmosphere by pressing alt+period Normally the warning message is seen when launching and trying to warp before you have fully left the atmosphere
  5. Rather than using Map view, as long as you have at least lvl 2 tracking station, you can use the advanced orbital info below the staging stack. no need for KER either When the LAN readout at the KSC launchpad reads 168 deg. launch to a heading of 84 deg. When it reads 348 deg. launch to a heading of 96 deg. From Dessert, the LAN readout works properly, and since Desert is 6.6 degrees south of the equator, when the LAN readout there reads 78 deg launch to a 90 degree heading.
  6. Still a Hohmann transfer, whether it is between two bodies orbiting a third, transferring from orbit around the parent to the child, or even just transferring between two circular orbits around a single body.
  7. Pretty sure the warning comes when you physics warp, the 2, 3, or 4x warp you get if you try to warp in the atmospherere or by holding alt and warping. which could cause problems since the game is trying to calculate the same physics on the vessel in a fraction of the time. I have never had any issues but don't use it much either. For regular time warp there is sometimes a bit of a jolt when you exit warp, which can cause problems for landed vessels or large, complex vessels and particularly those with creative use of docking ports.
  8. Yeah, those contracts and the finish construction of a rover ones are bugged. the ID of the vessel the contract asks for doesn't match the one the game creates. Alt-f12 and complete the contract through that, or edit your save file to fix the contract. KML can detect and fix broken contracts, far easier than editing your save manually.
  9. Alternatively if you don't like waiting in orbit for days only to time warp through the window, then launch into the correct inclination to start with. KSC sees launch windows to Minmus twice a day, if you have Making history and Allow other launch sites, then Dessert is conveniently located for daily launch windows
  10. Here is how I would do it. 1 . get into roughly circular orbit 2. enter map view set mun as target, double click kerbin to focus map on it. rotate and zoom so you are looking straight down on the north pole and the mun is at the 2 o'clock position. 3. click the point on your orbit at the 6 o'clock position, and place a maneuver there. I prefer the draggy handles to the numerical inputs for manuevers, it is easier to see what is happening, drag the prograde handle out until the brown dotted line touches the muns orbit. If you will encounter the mun then half of the brown dotted line should disappear and a purple dotted line should appear around mun If you have not got an encounter then the pale blue markers will tell you how far off you are, if you click and drag the central circle of the maneuver node you can move the node around your orbit until you see the encounter 4. set SAS mode to the left of the nav ball to maneuver. To the right of the nav ball you should see time to maneuver and estimated burn time, start the burn when time to manuever is half of the estimated burn time. EG from your screenshot above, with a burn time of 52s you should start at t-26s
  11. Delta means change, delta v is change in velocity. The speed shown on top of the nav ball is your current speed. (in orbital reference it is your instantaneous velocity tangential to your orbit Burning 850 m/s prograde means increasing your orbital speed by 850 m/s. the Delta V your spacecraft is capable of is shown in the staging. When you burn prograde you push up your apoapsis on the opposite side of your orbit, the idea is to push it up enough that it just reaches the altitude of the mun, and time it so you arrive at apoapsis at the same time as the mun arrives at the same place. typically it will take about 6h to get there, and in 6h the mun will travel a bit less than 60 degrees around its orbit on that time. When you get there, kerbins gravity will have slowed you down alot and you will be travelling much slower relative to kerbin than the mun, and would need to speed up to match its orbit. but as you cross into the muns SOI, from the muns point of view you are going faster than escape velocity, so then you need to burn retrogade to slow down enough to orbit the mun.
  12. You can restart a scanario by hitting the Restart button, bottom left when you select the scenario. Not sure why the staging sound plays at the start, it does for me as well. you can switch between nearby spacecraft with [ and ] but the rocket is a probe with no remaining electric charge, so won't do anything. It's just placed there to imply how the rover was landed. Rover is driven with WASD, or han hover with its RCS with translation IJKL, it starts with brakes on, B to disengage, or click the brakes icon, right of the altimiter.
  13. Yeah, It was in response to 18Watt, the 1.8 m size was added by Making history and the old name looks similar to those. the old decouplers can still be found in game in \GameData\Squad\zDeprecated\Parts\Utility, they are hidden from being able access normally in the editor, just kept around for people running old saves that have ships still using them.
  14. Nope, Serenity has it right, the TR_18A is the old 1.25 m decoupler, the TD-12 is the one you want.
  15. Not sure if the craft provided is the one you are talking about since it is a probe controlled craft with no cockpit... Assuming it is... I am not exactly an expert on spaceplane ascents, so while I could not get this into orbit I am sure someone else could, but the problem to me is not so much the ascent profile, but too many panthers. The rockets seem anemic because they are trying to move too much dead weight after the panthers give up. By switching the bi-coupler to a short mk2- to size one adapter and ditching one jet it went form a spaceplane that could almost make orbit to one that had just under 200m/s left before decoupling the probe. this had changed the balance though and the wings would need re-worked to make it controllable on the way back down.
  16. In the in game tutorials (start game>Training) there is one called "to the Mun part 1", this will give you the basics to do exactly what you are asking, the "orbiting 101" tutorial will have more detail on how to use maneuver nodes as well
  17. Well if the target port is pointing normal, and the active port is pointing anti-normal, then they are aligned on 2 axis, then use stability hold rather than target to maintain. Eyeballing the roll axis is not too difficult and only really matters when adding new permanent modules
  18. I personally prefer having docking ports on my station aligned along the normal axis, no need to rotate the station then.
  19. Docking mode just switches the controls so IJKL does rotation if you need to reorient. Another thing that may help is to choose "Locked" for the camera mode, in this mode if the camera is pointed at the back of your craft then the control axes will match the camera axes
  20. Another thing to note is that the listed value for Isp is at sea level on Kerbin, as pressure increases Isp decreases so at Eves surface the value for the skipper will be much lower than listed.
  21. For the first I think the problem comes from "rigid attachment on", while it makes joins less wobbly, it does make them brittle, if they cant bend, they break. Best for boosters to use "Autostrut to grandparent part"
  22. You can drag a maneuver node around your current orbit (when the node is open drag it by the central circle) You will see when you are getting an encounter
  23. RCS build aid does account for actuation toggles, so if you don't want a particular thruster to be used for a particular translation turn the toggle for it off in the VAB
  24. I would say just go optimal... unless you are going to Moho, where it is best to fully examine all options.
×
×
  • Create New...