# Guber K.

Members

28

13 Good

• Rank
Space Ape

## Profile Information

• Location
New Mexico, USA
1. ## Funniest/Coolest Kerbal Names

Just recruited Hairy Kerman. She's an engineer....
2. ## Interplanetary flight - apoapsis of ship trajectory is above/below plane of planet

Yes, almost certainly wrong. I'm no rocket scientist. It did get me a lot closer, though, and make it easier to get encounters. A lot easier when paying attention to the nodes. In effect, I was trying to match inclinations before ejecting. Now, I pretty much do as you described above and correct half way to target.
3. ## Interplanetary flight - apoapsis of ship trajectory is above/below plane of planet

I agree about KER. I realized after I posted that Minmus wasn't a good example, since you asked about planets...sorry. The concept I was trying to point out is the same though. You can find the info on nodes in the wiki, if I remember right, but I personally don't. To explain my earlier comment, what I used do is to look and see that Eve, for example, has an orbit that is inclined 2.1 degrees. So, while in Kerbin orbit, I'll make small normal/antinormal burns until KER tells me that I'm plus or minus 2.1 degrees. There's no specific readout for it, but if you watch the numbers once or twice
4. ## Interplanetary flight - apoapsis of ship trajectory is above/below plane of planet

One thing that can make and encounter easier is to target the planet you're trying to get to and plan your maneuvers from the ascending or descending nodes. It can be tricky, because they won't always line up with the proper phase angle for your target as given by the alexmoon planner, but if you have enough time and dV you can adjust your orbit to get close to a match. That way, at least your intercept will be crossing the target's plane and you'll be close enough to see the encounter and adjust from there. I know you said mods are a no-go, but KER can also help. It has a readout for o

6. ## Good Steps To Reach Orbit?

Well, I can give you some simple ideas. It's not a tutorial by any means, though. #1; build a rocket. Ok, so your rocket needs enough fuel to produce enough dV to get to orbit. There are formulas posted to calculate it manually, or you could check out Kerbal Engineer Redux mod, which will help. 2- how you fly your rocket will depend on the design, but in general, pointy bits on the top, maybe fins or heavy engines on the bottom to keep it oriented towards where you want to go. In general, don't make large fast maneuvers in the lower atmosphere. keep the nose of the marker pointed into or
7. ## WANTED: 25 Shots of Val

I bet Jeb doesn't even have one of these...
8. ## What to do after tech tree?

Do some things from the Challenge thread. They can be surprisingly entertaining.
9. ## [1.2 - 1.4] Modular Rocket Systems v1.13.2 (2018-03-12) - Stock-alike Parts Pack

Nice looking parts, I like the 5-way adapter.
10. ## Funniest/Coolest Kerbal Names

2 new ones: Derman Kerman and Theory Kerman. I think Theory's parents might have been scientists?
11. ## If You Could Make a Mod, What Would it Be Like?

I think I'd do a mod that had different natural resources that could be mined/gathered. Those resources would then need to be researched or refined into new materials that could be used to build better or different parts. It would expand the R&D part of the game.