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magnemoe

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    Flight Director

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  1. I assume the probe core is inside an cargo bay? if it was the 1.25 m probe front would separate. Try moving it towards the rear. I used probe cores on SSTO and only thing giving heating warnings was wings on reentry. I used the long 1.25 m cargo bay for radiation sensor and other science, probe core batteries and rtg. Love the look of the carrier.
  2. Walking is slow, best to bring an rover. but not having to bring the landing can and rover can be much smaller and safer.
  3. Been on Moho twice Collected all science on Moho and Duna / Ike. No idea how much I have played however bought the game from the KSP store. Year 2 day 253 so I played 665 days Current focus is starting on Eve landings and launch to Eeloo before I arrive at Dress and Jool.
  4. Well I tend to put wheels on my landers anyways. Standard class 2 lander at Ike. Works on Moho and Duna and lower gravity bodies. Duna version has parachutes. To standard bases in KSP 1, +50 ton dry mass. Not the thing you take on an road trip but you could drive up to stuff and refuel them. Greenhouse, fuel production and small part manufacturing.
  5. Yes know about the hybrid engine, now I say oxygen injection and nozzle extension should be independent. I see I use this with oxygen at the start of an long burn from a high gravity world. Kind of how I uses the core of the launcher for the initial kick for interplanetary missions. And to retract the nozzle for landings. Now with radiation, landing on nuclear engines is probably not practical but this is relevant for deep space chemical engines too. I was thinking more of an hydrolox version of especially the terrier for landers, but you has to bring the extra oxygen anyway so kind of pointless as its most of the weight and an limited resource just for the lander.
  6. Yes, most assumed it would brake up, surviving reentry was an low chance. The lack of control was the problem.
  7. An rover seat also work well for an kerbal to pick it up.
  8. Yes, this is relevant if you leave ship or even cockpit like man the orbital lab. It also don't let you transmit home science.
  9. Who is true for all engines, now orion pulse nuclear has an expensive fuel as in nuclear bombs, you could build them much cheaper if mass produced as pulse charges. Also back in the 50's they thought that an pure fusion bomb was not far away. Who was not true and an good fusion engine makes orion obsolete outside the very high trust regime as in moving asteroids or asteroid sized space stations fast.
  10. Splashdown is splashdown even at low speed. They could set virtual landing target at 500 meters so you hover there and then kill trust and fall. The Falcon 9 first stage landing test was never an issue as it was inside the hazard zone and it reduced risk as it would be one craft under some control rather than something breaking up in the atmosphere creating an field of fast moving junk.
  11. In KSP 1 I only used it to get future launch windows dates. I used the integrated tool in Mechjeb to make the trajectory. Things got complicated as I tended to send my large interplanetary ships to Minmus to refuel and then drop down to LKO for burn, saving almost an km/s and starting the burn faster. Signals could be blocked by planets and moons in KSP 1, you could drop relay satellites to reduce this also larger capsules could work as local control so it was rarely an problem.
  12. I understand how it work, environment and radiation just require the landed flag to be true. And yes I would abuse that to, radiation measurement is over 3000 science if I remember correctly and you have 4 easy biomes, foothill, ocean. shallow and impact zone. Environmental is 1000 science. so over 16000 science. Gilly can wait, all that science is much better. Agree, it makes no sense to slow down releases for KSP 2 more stuff==better game, yes they also has to kill bugs, game is very buggy. For an live service game you might want to meter out releases to keep players playing, if you work on an expansion you want to add minor stuff like dungeons to keep players active until the big update, you don't want to go an year with no updates.
  13. Now I could easy see hydrolox engines. High ISP but lower trust than metanox. It has the benefit that it drain from the mothership fuel tanks rater than dedicated lander tanks as you always bring to little or much of that.
  14. Yes, you can collect science how many times you want. My second Duna mission collected many of the science done by the first Duna mission, it even managed to beat Duna 1 back to kerbin because lots of dV while Duna 1. You can even collect after samples are returned to KSC, you do not earn anything from it but it works. An rover seat work well, just send an kerbal over and sit in it for an moment to collect science. Docking port for unmanned collection or to refuel probe.
  15. Thanks will try it out. I finished of science on Gilly, that is orbital surveys and radiation experiments. Tips, struts are usually nice for landing legs but not on Gilly, they flex a bit making it hard to land. I ended up killing velocity 10 meter above ground and land on the medium fixed antenna. Forgot to save any screenshots but easy to imagine. Land on engine or fuel tanks on Gilly Here is an useful tool to show transfer windows. https://alexmoon.github.io/ksp/#/Kerbin/100/Eeloo/100/false/optimalPlaneChange/false/2/140 This showing an soon to come Eeloo mission. I generally just use this to get the date, then, put ship into LKO, plot an burn and try to match mostly that shown. And its no blocking of signals by bodies like in KSP 1, it might come later but not an issue now.
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