Pecan

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  1. Whether it's a failure depends on your point of view. “It's unpleasantly like being drunk." "What's so unpleasant about being drunk?" "You ask a glass of water.” HHGTTG
  2. For any launch vehicle it's important to know what mass it can put into orbit. Well done, by the way, I've been having a horrible time with reusable rockets recently. Unfortunately a while ago KSP became all about spaceplanes.
  3. Remember KSP was always intended to be a sort of 'Orbiter Lite' (HarvesteR was a big Orbiter player). As a consequence such detailed information is not in the stock game and, as regex says, not needed. It'll probably be obvious to you too that it isn't usually possible to perform an ejection burn to anything like the sort of accuracy called for by such precise definitions of when to go. If coupled to a time, for instance, it's quite probable you'll be on the wrong part of your local (eg; LKO) orbit at that moment, so have to wait half an orbit or whatever.
  4. It's all a practical joke. Your 'friends' pull the planet away while you aren't looking.
  5. Could we also point out that big miners (or landers in general) are paradoxically easier to land. Making them low and wide means they can handle just about any slope short of an actual cliff.
  6. Seems fair. Wikipedia supports that with "The introduction of three computers aimed at personal users in 1977, the Radio Shack TRS-80, Apple II, and Commodore PET, significantly changed the market and led to the home computer revolution" Commodore Pet was my own object of desire and the RM 380Z the first "micro-computer" I actually used (also released 1977). Apple II was the first I used professionally, starting work in computing in 1980.
  7. 1.2.2 just because I haven't been paying attention and didn't know 1.3 was out yet. Thanks.
  8. That book has a bit of history but is legitimate. (It was originally written in 2014 and had a publication-date a few months ahead - for 2 years. Once they got O'Reilly as publisher it was updated and released properly). I haven't read it - because all the time I was interested it was still 'coming soon' - but it should be ok, IF it covers the things you want to know. I was amused though by one of the *5 star* reviews which, in its entirety reads "Just arrived - haven' t opened it yet. However, can't download computer game!!!". So - someone who hasn't played KSP or read the book thinks it's the best thing ever! My own advice would be to just try getting to orbit, landing on Minmus and building a space-station by docking components in orbit. Check the forum tutorials and gameplay questions for things you don't get. Plus, Scott Manley on YouTube. Others, such as CupCake, can be awesome but a lot are either too advanced/unexplained or simply people screaming as they crash.
  9. To put it another way: the hardest thing about going to Duna is missing Ike. ^^
  10. MJ does it for me.
  11. NASA have a few things to say about rockets. Quite a few of their employees (and ex-employees) have got fairly good at KSP so you can probably trust them on some things. From the look of their ships they aren't using just stock parts though. Seriously - their 'guided tours' are pretty useful => https://spaceflightsystems.grc.nasa.gov/education/rocket/guided.htm, Especially have a look at Forces On A Rocket, Rocket Systems and Rocket Flight. After that find a KSP dV map (how much veloicty-change is required to go to different places). Then you're ready for six impossible things to do in KSP: Get into stable orbit Fly-by Mun Land on Minmus Get back from those without killing any Kerbals Dock Interplanetary At the moment you don't think they're impossible because you haven't tried them. We don't think they're impossible because we've got used to them. There's a big gap between those states. It's the same for everyone and you will start thinking they are impossible ... until they aren't any more. Have fun. (My own particular bete noire was rendezvous but it's different for everyone).
  12. Forgot the indoor plumbing again?
  13. Someone's missing an opportunity for a land train. The recovery equipment consists of 5 miles of 'Area 51' tape, welding equipment and (initially) 15 truck-loads of snacks. The actual crew consists of three Kerbals - one welder to dismantle the vehicle, one driver/stacker to load the components onto the return transport and a heavily armed snack-guard.
  14. Currently only using a couple of 'must have's - KAC and MJ. Why - because they take the tedium out of routine operations. Why not more - because it's a pain keeping them all up to date when I'm not spending all my time in KSP at the moment.
  15. Yes, you are overcomplicating things. No, you should only launch without any testing if you want your launch to be the test. No, maneuver nodes are not required for going anywhere but how will you know when to burn without one? Why would you not want one? You can 'just' aim for Duna and go straight from launch to landing but ... good luck with that ^^. So let's start at the beginning. There are three basic steps to going anywhere - i) launching to orbit, ii) transferrring between (origin) orbit and (destination) orbit, iii) landing. You say you need a 'launcher' but from your descripion I think you're intending to launch and transfer in one go. Don't, if you can help it. First; Duna's a lot further away than Mun so setting-up your transfer burn once you're already in a stable Kerbin orbit is a lot easier. Second; maneuvering in space (ie; your transfer burn at each end, plus any corrections) requires completely different engines from launching through an atmosphere to get into orbit in the first place. Your current launcher is big. Maybe that's because your lander is but probably it's because you're asking it to do both those different jobs. Instead, make it just launch the lander plus a (new) transfer stage. So, let's start at the end (sometimes it works better that way). You have your lander so that's the final step covered. You know it's mass and you can look-up the dV needed to get from LKO to LDO. Design and build a space-only transfer vehicle that can push your lander between the two planets and establish a stable orbit from which to prepare for landing. NB: Go for efficient engines; TWR doesn't matter in space (much. Give yourself at least 0.2-0.4 though or burns will take ages). Finally, you have a complete space-vehicle (lander+transfer) that you need to launch into LKO. You know their combined mass and the dV/TWR required to get to orbit. Now you can design your launch vehicle. With a set-up like this you need to do a lot more burns than launch-to-land but each is easier, you get much longer to plan them and more time to adjust them. 1. Launch ascent/orbit insertion: do it as soon as you're ready. No need to wait for the transfer window as you're only going to LKO. You've practiced going to LKO. Should be easy ^^. (1a, b, c ... correction burns, probably not needed) 2. Transfer 1, Kerbin escape: set up that maneuver node whenever you like. 14 days is quite a few orbits (depending on altitude) but you can set and adjust it as much as you like, several days ahead. Alternatively, leave it to just a few hours before you're intending to go and you still have a couple of real hours to tweak it 'just so'. (2a, b, c, ... correction burns, almost certainly needed) 3. Transfer 2, Duna capture: It's a lot easier to land from a stable orbit, rather than just screaming in from interplanetary space. Do yourself a favour - capture into orbit, think about where you want to land, then do it. (3a, b, c, ... correction burns, depends where you want to land) 4. Land deorbit/braking: well you've already practised this using hyperedit, so you know better than anyone else how it'll go. (Parts have changed but to give you ballpark figures my old tutorial return Mun lander (1 kerbal) could do one-way Duna trips. The lander + transfer stage was 4.72t and it's launch vehicle was 39.2t - one orange tube and one FL-T800)