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Claw

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  1. http://en.wikipedia.org/wiki/Geostationary_orbit#Derivation_of_geostationary_altitude will show you the math. With the key equations being: The product GM is known with much greater precision than either factor alone; it is known as the geocentric gravitational constant μ = 398,600.4418 ± 0.0008 km3 s−2 (note that this value is specific to given body). The angular speed É is found by dividing the angle travelled in one revolution (360° = 2À rad) by the orbital period (the time it takes to make one full revolution). As an example, in the case of a geostationary orbit for Earth, the orbital period is one sidereal day, or 86,164.09054 seconds). This gives: So, for any given body you need to know μ (or at least it's M) and the sidereal period. Also note the resulting radius is from planet center.
  2. Actually, for those numbers you need 1.1 oxidizer for every 0.9 fuel. The 9:1 is a weight ratio when considering fuel tank mass. So if you want 250 Oxidizer, you need 204 liquid fuel. (250 / 1.1) * 0.9 = 204 Here are the original values for that tank if you want to simply put it back how it was. RESOURCE { name = LiquidFuel amount = 360 maxAmount = 360 } RESOURCE { name = Oxidizer amount = 440 maxAmount = 440 }
  3. Hah, I was going to say the same thing. And maybe add some pictures of the assembled craft? You could probably also specify stock (at least I think it was all stock).
  4. Do you have any mods installed? The blue marker will sometimes jump around a bit. Especially once the dV for the burn gets to something small (around 5 m/s or less) or when you are maneuvering Also, as you do the burn the dV should go down but will then go back up. So if you start chasing the blue marker around and you have a very powerful craft, you could find yourself burning past 0 m/s and it will start climbing. Neither of those sound exactly like what you are describing though. If you could post a screenshot of your map screen that might help us understand what you are seeing. Press F1 in game and it will save a file to your KSP/Screenshots directory. Then you can upload that picture to someplace like http://imgur.com and link to it here in the forum.
  5. Yes, this has been causing all manner of problems. Definitely make sure you have a copy of your saves first.
  6. Yes. Generally speaking you should orient your intakes opposite of the direction of the engines so that they directly receive incoming air. Here is an example of a somewhat non-standard VTOL I made. The intakes are on top and the engine is on bottom. Some people also make VTOLs that transition to normal flight. In that case, I would put the intakes facing forward rather than up. Although it sounds like you're making a VTOL that only flies vertically and doesn't transition to horizontal flight. So you would want intakes facing up if you're trying to do high speed/high altitude flight.
  7. I've launched the second aircraft airborne before, but haven't tried on the ground yet. Airborne launches seem to work okay, but I'm not sure that'll work for your config.
  8. You'll get a lot less performance, but the exact amount will depend on AoA, speed, altitude, etc. If you're asking for design of things like VTOL, the performance drop isn't really a factor for lower altitudes. It probably won't be a problem unless you're trying to leave the atmosphere at high altitude .
  9. I would presume you want to land on Duna, since you mentioned lander. Anyway, The Spacecraft Exchange is also a great place to find example craft. : http://forum.kerbalspaceprogram.com/forums/20-The-Spacecraft-Exchange Here is a thread with quite a few stock and modded transfer/lander craft for the Mun/Minmus/Duna. : http://forum.kerbalspaceprogram.com/threads/37745-Showcase-Post-your-Moon-Planet-Landers-Thread-Lander-building-guide
  10. Here is one idea that someone posted on another thread in this very sub-forum. It is a design that uses mods, but you can perhaps get some ideas. http://forum.kerbalspaceprogram.com/threads/76853-Duna-lander-with-FAR?p=1097549&viewfull=1#post1097549
  11. Landing on Eve, yes. But if you want your kerbals to return it's a lot more effort. (EDIT: Ninjas... ) I know this does not answer your request for a ship that meets your design goals. However, I would recommend that you try and practice rendezvous and docking. It opens up a lot more design choices for you and would make building a lander-return vehicle a lot easier. I feel it also gives me confidence to know that if I mess things up, I can still meet up and rescue the guys.
  12. Right click on the source tank (where you want the fuel to come from). Then hold ALT (or your specific mod key) and right click on the destination tank (the one you want filled). Two pop-ups will be open and you'll have blue buttons that say "In" and "Out". As the name suggests, click on the "In" for the tank you want to fill. Incidentally, this works for all kinds of things including monopropellant and electrical charge.
  13. I'm sorry, I'm not trying to harp on "uninstall mods" or that I don't believe you. What I'm suggesting is that if you had mods installed, then subsequently deleted them, sometimes they leave things behind even if you think you got it all. I read the thread again and it's unclear to me if your install has been "de-modified" or if it is completely fresh out of the zip file. That's also why I suggested looking at your log file. If there's a piece of a mod floating around in there, it might show up that it's trying to load. Especially if you ever had KJR, because it was broken pretty badly when 0.23.5 came out. I don't know if you tried running your physics slider all the way down (although I tested it at 0.07 with no problems). Other than that, I have no idea. I just spent the whole night docking things together and didn't have any problems with jr or regular docking ports.
  14. I just built your example craft in my stock version of KSP 0.23.5.464 and did not see any problems. I was even able to sway the whole stack back and forth a little with pod torque but it stayed upright. Perhaps if you had mods previously installed, you might want to reinstall the game completely fresh. Sometimes they make changes that don't go away even after you delete the mod folders. Other than that, check your Debug log by pressing ALT+F12, then click on the "debug" tab at the top. Scrolls all the way to the bottom and look for any yellow or red flags. You can also check your ksp_log.txt and see if mods are still floating around in there.
  15. KJR was updated so make sure you have the most recent. Previous versions caused similar events with KSP 0.23.5. Edit: Also, your physics slider should read something like 0.3, so I'm not sure what you mean by 1:1.
  16. Ha, that's pretty epic looking. I would also recommend uninstalling mods, or at least double checking that they are updated. I launched 10t components last night hooked together with regular docking ports and didn't see this. I'll give the fuel tanks a try later in case it's a bug specific to them. This isn't a typical design method for me.
  17. Nice job. Don't forget, the orbital period needs to match the sidereal day and not just a rotational period.
  18. Yep, it changed recently. Although it's unclear to me if it's a Unity change or a KSP change. I believe a one of the mod's said they'd look into it.
  19. You might want to be careful about proclaiming who needs to go to school.
  20. Awesome! Maybe this will fix another problem I'm having. I've seen this option posted before, but didn't realize it made the window borderless. Thanks!
  21. *sits up to listen* Is this an in-game option or a windows setting?
  22. Yep, like DeMatt said (window mode). This has come up on a bunch of threads. If I recall, someone said it might be a new "feature," although the "simulate in background" option apparently isn't working.
  23. Ask and ye shall receive... Lift equation for Control Surfaces: sin(AoA)*pressure*speed*lift Lift equation for Wings: sin(AoA)*(1-|sin(AoA)|)*cos(AoA)*pressure*speed*lift I believe infiniglide is a bug induced by an error with the control surface lift equation (as can be seen above). Control surface lift continues to increase until 90 deg AoA (sin 90 = 1). So if you flutter them, part of the lift component is thrown forward and generates ridiculous amounts of thrust. If you put a small control surface at 90 degrees, you can make an airplane that uses an ION engine for thrust. That's one of the wacky KSP aero effects.
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