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Everything posted by Pds314

  1. A lot of landings with landers I've only flown one or two times before bounce back up.
  2. I just tried my own version. I managed 1260 m/s.
  3. (Desire to use these for lithobraking intensifies).
  4. I mean, following prograde after like 50-150 m/s and a 5 degree turn depending on the design is not only a good idea. It's literally what a gravity turn is. It is one of the most efficient flight paths. Granted, you need to actually be able to stick to prograde, and SAS doesn't know how your vehicle is designed and what its envelope of safe, controllable flight is under any specific conditions. So some rockets need manual adjustments to stay on course. I do find that certain types of vibrational or torque loads really mess with SAS's functionality.
  5. I have done launch aborts with rockets, but usually LES is the inappropriate tool for the job. For one, it weighs 1130 kg fully fueled. And don't think you're saving a lot by draining some of that. Because it weighs 900 kg empty. It does have a good TWR. Maybe its sole redeeming characteristic, but this usually is not only unnecessary but actually a safety hazard. LES on a 2.5m command pod gives you 20 G acceleration. And remember that the only reason you ever need to use it is to stop some part of your rocket that's blowing up from destroying that. You certainly won't be trying to save most non-living payloads with it. And in many situations, accidental trigger of LES or using it as the automatic launch abort is actively endangering your Kerbals. For example, inside a fairing, LES would likely either kill you or trap you in a rocket you can't control. Meanwhile if you are too low and your capsule is overheating, LES would probably ensure it explodes from overheat. If you forgot a decoupler, LES may not detach your pod, but may drag at some lightweigh weakly-attached payload until something breaks. Which could hit your capsule. So for something that requires such large investment in launch mass, there is really only one situation it can be used it. Structural failure or a very specific type of staging mishap on a rocket with a large pod that isn't bolted to a heavy payload. The question is, can I match this safety improvement in less than 1130 kg of suborbital payload? And usually the answer is yes.
  6. Maybe not super useful, but in trying to figure out the exact launch speeds and burn DVs to reach Kerbin, I did find that the return pod can do okay against Jool at a 30-degree angle coming in from Laythe. Obviously it is Jool so you're screwed either way, but I think that pretty much proves it should survive any concievable Kerbin reentry one might want to throw at it.
  7. Delta V is not a mod. It's stock 1.7.3 even with no tech or upgrades.
  8. Well yeah, but this is for testing purposes. Progress on 3.0-tonne Laythe Return vehicle: (also known as guided crewed missile to dangerous objects) It has 400 DV to spare, which is definitely enough to dodge Kerbol, if not by enough to be totally fine, then enough to micromanage the heat shield and be fine minus all ablator, but probably not enough to get a Kerbin SOI intercept, so at least I know it has a margin. Most of which I think can be cut I think. That or used to fix mistakes.
  9. I didn't realize no patched conics would mean it wouldn't tell me when I escaped Laythe's SOI. x_X But hey, at least we have a reentry pod for our... 9.. kilometer... per second.... perfectly vertical... Jool... Reentry... oh no. I am ok with the events that are unfolding right now.
  10. Help! I need an adult! "Do a Jool flyby" they said.
  11. Amusingly, in launch failures for my return capsule, I have found that you don't need to have a parachute on the Kerbal or the craft. Its terminal velocity even in a warm climate (though not at the top of a mountain!) is under 50 m/s when the fairing is opened and the heat shield is jettisoned This is perfectly safe. At least if you wobble it a little left and right to ensure it slows down and the retrograde marker is off vertical by a tiny bit.
  12. Oh. I didn't know this. Ofc concerns over weight still apply. Especially since it would actually have to land. Not fragment a fairing and have the Kerbal jump off and parachute.
  13. How do you get the Kerbal back to the pod? I know they can't exit them unless on a surface, and I think they can't enter them either without astronaut complex upgrade, and at a mass budget of ~3000 kg to get from low Laythe orbit to Kerbin intercept, doing, say, a quick landing on a low gravity moon would seem to be impractical. Considering that a Mk1 pod minus monoprop is 800 kg on its own while a ladder and an Octo probe core are 105 kg. Or if you really want to go full every gram counts, a Stayputnik and a ladder are 55 kg.
  14. Since I don't know how to find the crafts on GitHub yet, I decided I would make as many as possible of my own devices. Reentry pod and launcher: Tylo/Vall/PolBop Lander: Orbital construction worker drone:
  15. @IncongruousGoat How do I access your landers???
  16. What kind of partcount/weight capabilities does each lander, etc need to have? Like, is a 2 tonne Tylo lander too heavy? Is 10 parts okay? 20? Where can we rely on Kerbal jetpacks if ever? What about physical form factor? Does it need to be <Mk1? Mk1-ish, in between Mk1 and 2.5m? What about other vehicles? Also WRT 4600 m/s vacuum Delta-V being enough to land on Tylo with a sane TWR and then return to orbit, then leave orbit and go to Bop and Pol, how? Tylo ground-level orbital speed is like 2145? You're gonna land, take off, leave Tylo orbit, escape Tylo orbit, and land on Pol, leave Pol, land on Bop, leave Bop, and return to the mothership with 4600 Delta-V? When it necessarilly takes 4290 even with impulsive burns to do a Tylo landing and orbit? And 900 more to leave Tylo SOI??? Or maybe I'm confused. Is the idea to have three separate Tylo landers? But only land one of them on Tylo and use the other two as long range lander-transfer stage combined?
  17. Tylo is really twitchy to land on. Especially when you have to eyeball everything... Only the engine survived my attempt to build a Tylo lander with caveman.
  18. My entry: I return by Day 2, 0 hours, 13 minutes, 38 seconds. That's almost a Day 1 return.
  19. Submarine Glider 1: Kerbals: 2 Top speed: 25.9 m/s. Available Thrust: 0.005*0.05 kN = 0.00025 kN of sealevel thrust. (one quarter Newton, less than 1 oz. yes, 0.5% power to an ion engine at sealevel, purpose is to avoid dividing by zero). Craft mass: 208.386 Tonnes. For a grand total of... 107,943,968 points. Not bad for a first attempt I would say. 100 million points?
  20. I think EVA is possible but I will need to deploy the fairing first. Which complicates Duna and already-marginal Laythe (marginal because I would need to takeoff with about half fuel), But it shouldn't make them impossible.
  21. ((meters/sec) / (available thrust)) * (5 * mass in tons) + (10 * Kerbals onboard) So if I stack 16x Kerbal compartments the way this carrier stacks empty fuel tanks, and give this like 500 of them, that will be 8000 Kerbals. So 80000 points there. And if masses 4000 tonnes and manages to do 20 m/s on 500 kN, that would be an additional 800 points? So the incentive is to ignore speed entirely and build a cruise ship/hotel on water. Or.. build a submarine glider with a single ant engine on it set to 1% thrust.