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Tank Buddy

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Everything posted by Tank Buddy

  1. Using this Delta V map, you can add up all of the values along the path to your destination, but be sure to exclude capture burns because you can aerobrake both ways. It adds up to about 1,100 m/s to get there and just under 500 m/s to return. NOTE: you should add some Delta-V to the first value for orbital maneuvering in Duna orbit. This includes inbound aerobraking, but excludes landing on Duna. NOTE: these values start from Kerbin orbit, excluding the 3500 m/s to get to orbit). Since you are inexperienced in interplanetary travel, you should add a few hundred m/s of wiggle room in your craft design. EDIT: I can't find the Delta-V to land, but is is not too far off from the old value, it is on the forum somewhere. And one tip: make your lander somewhat aerodynamic; Duna does have an atmosphere (duh), so design accordingly.
  2. 535 hours on Steam, probably 400 ±100 hrs before the transfer.
  3. The previously mentioned solutions will be able to help you. The problem is the size of the planets in KSP just don't allow for high enough orbital velocities that require long exposure to high temperatures. Beware space planes are vulnerable to re-entry heat for this reason.
  4. That's a pretty cool ship you have there. What is the engine situation, in terms of getting to orbit?
  5. Sorry to say, the Rapier is perfectly fine; your designs or piloting are poo :c (no hard feelings) Given your spacecraft has a high enough TWR, it should be fine. The thrust increases with your current Mach number (basically dependent on speed and altitude). If your craft cannot reach a sufficient velocity before ascent to space, it will lack the necessary thrust. You can do two things: 1. ADD MOAR BOOSTERS or 2. Modify your flight profile as to gain velocity (like diving as regex mentioned) before final ascent in order to maximize your thrust. Good luck!
  6. That's pretty much what I did. I was "afraid" to go interplanetary so I just played within the Kerbin system extensively. Boy did I get good by doing that.
  7. You're full of cesium salami and/or beryllium bologna.
  8. This is a feature I would also like. Unfortunately, the it is not implemented. You just have to toggle RCS with the r key.
  9. Several factors can contribute to this problem: If the rear landing gear is not perpendicular to the body of the plane, it may wobble, shake and crash. Use the rotation tool and/or shift+rotation keys. If the gears are supporting too much weight they will buckle and will have the same problems and this^; add more gears. Otherwise you should reconsider the location of the gears. Pictures would help.
  10. RCS Build Aid is very dandy because it shows both the CoM and DCoM, as well as torque caused by engines and RCS.
  11. Since Re-entry heat has been implemented I actually would not mind simple life support. I also agree with what was mentioned before: RSS as a DLC. I think some of the graphical and audio mods (hot/cool rockets, cloud scatter, planet shine, collision FX, RCS sounds, etc.) would bring the game to my highest expectations in the realm of audio and graphics. (Maybe add sonic booms and other audio features for transsonic flight) If SQUAD made fairly detailed reports for each instrument and planet I think I would enjoy collecting science.
  12. It is actually surprisingly effective to use them to orient an aircraft. Foxter, very interesting that you refuel on the surface. Pretty smart too. What is the DV requirement for Eve orbit now? Looks like a pretty small ship.
  13. If your spacecraft has no probe core, it will be regarded as debris. You can access all craft types by going into the map view or tracking station and clicking on the correct icon in the craft type bar (top center). Otherwise make sure all craft types are highlighted on.
  14. You just described exactly how the first flight in Career mode is supposed to go. There is nothing wrong.
  15. Last time I checked it worked with Vernor engines. Make sure you are in the correct mode (Translation or rotation) and have "RCS" selected. If that doesn't work, try "Engines", but it should work with the normal RCS setting.
  16. I have some mod (I have literally no idea which one) that allows you to select any value, although is is hard to get exactly 50%, or integer values like 55, 54, 30, etc. For a while I thought it had been added to the stock game. Edit: My guess would be Procedural Fairings, I didn't read the update log after installing the latest version.
  17. Landing, absolutely. Just about anything else is much easier with SAS.
  18. I have the best solution for you: When you launch, turn west, into a retrograde orbit. This will cost an extra 200 m/s or so, but the ejection angle necessary now puts you on the opposite side of Kerbin (the sunny side ).
  19. I have recently become rather interested in Moho since I have "devised" a "new" method of transferring to it. I also like Gilly because of the shenanigans that you can get away with there.
  20. At 4x time acceleration it only took 5 or 6 minutes at most...
  21. I would recommend looking at the Challenge Submission Guide Also, Moho orbit is probably easiest to achieve with ion engines because of the availability of solar power and the high Delta V of ion craft. I have done it several times myself.
  22. Just because of the naming scheme and the community's humor. Kerbals -> Kerbin = lots of K's
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