Jump to content

NLTops

Members
  • Posts

    2
  • Joined

  • Last visited

Reputation

0 Neutral
  1. Not much to say, other than: I absolutely love this. I couldn't have hoped for better science archives! Excellent work. Made a new career save and already loving the tweaking. Superb mates! Mucho Gracias!
  2. First the questions with a quick answer. Find out when to plan your flight here: http://alexmoon.github.io/ksp/ If you absolutely must have a single balanced goo container, you can always put it on top of a flat Probe. Opposite sides will balance eachother out. PixelStache has a video on youtube where he flies a probe at I think 4.6km altitude in a more or less equatorial orbit. Not sure if I have it absolutely correct, you can look him up. Mainsails have huge thrust but low efficiency. The best way to build great payload delivery stages is to calculate a couple of things. First you create your payload (The part that does all the stuff you want done on your mission) or add a lander if it needs to reach another surface and back. Then determine the route. For example Kerbin Liftoff > Kerbin Orbit > Transfer to Duna > Duna Capture > Duna Landing/Liftoff > Kerbin Return > Instant Landing or Kerbin Orbit & Landing. Each of those steps costs a certain amount of Delta-V (change in velocity in (k)m/s). So you divide your rocket into stages for lift-off > transfer+capture > landing/liftoff+return. There are maps of required delta-v for landing/liftoff, planet-planet transfer, planet-moon transfer and capture. (Don't forget to add the numbers for the return journey as well. Most of those maps have some leeway for correcting maneuvers but you can always decide to bring more.) Then the easiest way to see the delta-v of each stage is by installing the Kerbal Engineer Redux Mod. By adding a single part, you get weight, delta-v, Thrust-to-Weight ratio per stage as well as the influence of different gravity bodies during building. As well as Orbit(apo, peri and much more), Surface(relative speed to surface, altitude(sea level and current location), Rendevouz and Vessel(delta-v remaining per stage adapted to current situation, Thrust-Weight Ratio. All live info. Use this information to build your launch/transfer stages and make sure your payload/lander has enough delta-v for whatever lift-off+return journey. This tactic should get you anywhere and back. More information on the numbers: http://forum.kerbalspaceprogram.com/threads/28248-Is-asparagus-the-best-staging-system-%28might-contain-science%29?p=346702&viewfull=1#post346702 I use this guy's Delta-V maps(I don't know who made it): http://i.imgur.com/dXT6r7s.png The Top Graphs are Phase Angles (The Angle between Kerbin and another planet at the time you should make your intercept maneuver, Kerbal Engineer shows Phase Angles too..) The Graph way at the bottom is the Delta-V Map. Number inside each Body is Landing/Liftoff Delta-v, Red is Planet-to-Planet transfer Delta-v, Green is capture Delta-v, Blue is Planet-to-Moon transfer Delta-v.
×
×
  • Create New...