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magnemoe

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Everything posted by magnemoe

  1. Almost as large as my Jool lander. Clue is to not bring the pod back but use a seat, deposit the surface samples in the command module of the transfer stage after reaching it. The 48-7S has more trust now from 20 to 30 kN so you can build a 10 ton accent module who works from 6km and higher.
  2. Two words, rover seat and 48-S7. Take a 90 liter tank, put an octo2 probe and rover seat on top, add a small batery and a solar panel. put 6 90 liter tanks and 48-S7 around in asparagus and you have 9100 m/s. This is the accent stage, put the landing stage below, landing stage consist of the command module, the science stuff landing legs and fuel and engines for deorbit and landing. put parashutes on radial decopler on accent stage, however you would probably prefer to use some engines landing to. You have to land high however you can hang an small rover below the command module.
  3. You want 8 GB ram. Windows and other programs use a lot, but you will not see any improvements going from 8 and up. Pretty much any budget gaming graphic card works well.
  4. Simple and genial, you did the fuel balancing that asparagus provides and did it manual. However you will have one loss, asparagus staging also drop empty fuel tanks used to carry fuel for upper stages. This is the main purpose of asparagus, Not so visible on this design as you only have two booster stages, more visible with three. Note that this will also make the rocket look more weird as you increase the size of the first boosters. Now you only miss two trashcans on each of the boosters
  5. Landing an plane I have landed on all bodies with rockets except Tylo, here I have to use mechjeb. Did an manual landing on Moho yesterday. However I have kept away from planes mostly.
  6. Somebody managed with an stock 6 ton lander. Mine was a bit over 10 ton, both has kerbal on ladder to avoid the weight of the seat. Mine was an copycat with somewhat more flexibility and safety. Both uses 45 liter tanks and 48-7S in asparagus. core and 8 tanks and engines in asparagus, on top is braking parachute and fuel for deorbit and landing, upper stage with ant and oscar and ladder for kerbal on top. Balloons gives you more flexibility as you can take off from sea level and lift heavier payloads to orbit. Main issue with any Eve accent is that you has to tune it very hard, my version with seat weight 18 ton, if you want to return a pod you need over 50 ton. And that require that you hit an mountain top then you land For 0.22 I think I will add the pod and the science stuff below that lander, add some engines for braking the heavier stuff and use it like the Apollo landing stage.
  7. Yes but it looks like lost of planets and moons has strange features with them. Moho has the hole at north pole, it looked like it looked like it had something similar for the south on the map. This caused me to both do an probe followed by an maned landing. Seen that Eve has some strange mountains and cliffs.
  8. Just did an Moho mission who landed at the south pole. Total flat with no way to know you was at the pole except that the kerbal was hard to control. Plan of exploring all the poles as a extension to the 0.22 science hunt.
  9. One bug/ feature is that you get eclipses even if the blocking body is not visible against the sun. Had an eclipse caused by Kerbin outside Minmus orbit, was sending an kethane miner to Jool and was cracking kethane, this stopped and I found Kerbin blocked the solar panels however it was not visible. The Jool landing had problems because of this, ending up having to shift power to upper stage and shutting down most reaction wheels, however Tylo was not visible. Wonder how wild this can get, can Gilly cause an eclipse outside Eeloo?
  10. Multiple, both stock and with balloons. Not quite sure how I will do it in 0.22 then the window comes up, probably balloons.
  11. Moho require a lot to match plane with and not at least get into orbit around. I would say Duna if you can refuel the lander and do Ike, Dress is an option if you has been on Duna, however you might have to return in the lander as 2500 might be to lite to get the transfer stage back. Jool would also be an return in lander mission.
  12. 2.3 or 2.7 kilometer is the closest as I remember. For science you only need to get within 1000 km I think, you also don't need to get into low orbit just get your closest point low enough. For the view it don't matter much, the sun visible surface is far below the 0 attitude so 100 or 3 km don't look much different. Getting into low orbit require loads of dV, more than 25.000, your best bet is using an nuclear stage to get you low, then an ion stage to circulate, you don't need lots of solar panels 100 km from the sun
  13. Even then following the rule you are not safe. I sent an rover on a test run to Mun, it was a probe rover build around an small fuel tank and a 48-7S so an drop tank took it from LKO to Mun. Now on an rover you only add solar panels on the top, as I was burning toward the full Mun they was in the shadow and out of power then I wanted to do an correction burn. It was on impact trajectory. Another manned mission had a solar eclipse all the way to Mun a minute of sun light before I went into Mun shadow, as it was manned I was able to burn and got into high orbit.
  14. They are in other games to, remember finding one in Oblivion, 40 cm rock floating an meter up, unlike the ones in Ksp it blocked you and you could jump up on it.
  15. If the terrain is totally flat like icecaps on Kerbin, Laythe and Duna, probably minmus and Eeloo to you don't get any issues. The generated terrain on Mun might make this worse.
  16. Its a pain, it helps to have an small tank like 45 liter or less on an probe to adjust. with as they fill slowly. Now another question is if you need to balance all the tanks? They are balanced now, if you drain two on each side it would still be balanced.
  17. Agree with you mun is very fun, If you don't like the long jumps Kerbin is nice and close, easy to reach anyplace with plane or suborbital, you can just recover the kerbal after you wreck the rover and lots of different terrains.
  18. yes and structural issues is another major benefit with asparagus, most interplanetary cargoes tend to be long, nuclear engines, fuel, reaction wheels, rcs, crew compartment, control cabin, probe and then the lander or landers, even an small duna mission tend to be more than an orange tank long my huge Jool mission is over two. Putting the lower stages around it makes it easy for it to survive launch as the boosters support each other, and you can use the LV-N to increase trust and ISP.
  19. No issues landing on Mun in 0.22 I actually had more incidents landing in 0.21. Used an probe rover who was hard to fly on manual as it was not totally symmetric and a small dV reserve. Pretty much stopped using mechjeb initiating mun landings even then I got it back, better to just use it to show landing spot and to do the final decent where I always go down to slow. I recommend going in low as in below 20 km, kill most speed over an suitable area, wait until an good landing spot as in inside an crater and kill all horizontal speed. This don't work as well for landing close to something, here mechjeb is king but work well for finding where to land. And you want an low and wide lander. engine below the one man landing can and four 45 liter fuel tanks on the sides with fuel pipes to the pod give and wide enough lander. Optionaly two 90 liter fuel tanks and two material labs.
  20. I have an Jool mission underway now who will do sample and analyze returns from all the moons. Three landers one for Laythe one for Tylo and a lander with three replaceable return modules. I will however transmit also. I also uses an external storage container mod for samples so the reuseable lander will dock the old and pick an new. Kind of like the idea that some science from samples can only be earned from return. say total pool 350, 200 for each returned sample, transmit limit is 225, so if you sample and transmit multiple times and took home an sample you could get all the science, 2-3 sample return would also do so, however if you took home an sample first later analyze would not be very interesting.
  21. You are right, its an 8+1 design, looks weird as its highly tuned and I wanted an easy to operate refueler who carried lots of fuel so an short design with one center and four side tanks made sense. As I tuned it to use less and less of the 5 tanks I found I could easy increase the size of first stage if I used more SRB
  22. Looks like they are working with economic system. as the accelerometer and gravioli detector gives lots of science it makes sense to make them expensive.
  23. Stuff dropped so it can intercept Mun SOI usually end up in solar orbit, this is more likely than them hitting Mun or Kerbin. Now because of an bug they might end up in retrograde orbit around the sun, I manage to send a probe on retrograde orbit to Eve as I did not follow it then it escaped Kerbin SOI. Now if you look at items on an Kerbin escape trajectory in the map view it tend to show that the item has an orbit around Kerbin, switching to the object and the real trajectory come up.
  24. Yes, however then we should also get fuel values who could be staged, so I did not start drawing from tank2 until I activated the valve at the same time I dropped tank1. The pipe through an row of tanks do the same in the game but is unrealistic. The 3+3+3 engines are done to simplify piping perhaps they do 4+4+1 with the new engine setup they switched to, you can anyway vary the trust from different engines
  25. Yes and the accuracy penalty would be so high you would do less damage than using one weapon except on very close ranges. For the asparagus you simply make the first stage larger, no need for them to be of same size. This is an typical asparagus abuse. it lift almost 5 orange tanks to orbit, it drops the trashcans before the first booster stage at around 3000 meter and the large solid fuel afterwards at around 5000 meter.
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