Kryxal
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Everything posted by Kryxal
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Real life, you're aiming for a 3 degree descent path, you impacted at about 10 degrees. Your controls seem too abrupt for the purpose, try using more trim and less direct inputs for pitch. Also, though I don't think it's really related, the wheel base looks pretty ridiculous. The mains should be just a bit aft of the CoM, which we did not see there.
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Orbit Kerbin Contract not registering
Kryxal replied to TiredDoge's topic in KSP1 Gameplay Questions and Tutorials
Copy over, from both the craft and the contract, the following: Apoapsis, Periapsis, Inclination, Longitude of the Ascending Node. Those define the orbit, and should make it immediately apparent what the problem is. -
Propellers-the hows (i already have the whys)
Kryxal replied to Jacob Kerman's topic in KSP1 Gameplay Questions and Tutorials
First thing to ask is, do you want lift generated by fixed or moving (relative to CoM) surfaces. That is, plane or helicopter? -
Killing relative velocity during rendezvous.
Kryxal replied to Yuming's topic in KSP1 Gameplay Questions and Tutorials
1:30, the throttle is non-zero, the delta-v numbers are changing. Use X to cut throttle. -
Predicting What Δv is Enough
Kryxal replied to Kerbal2023's topic in KSP1 Gameplay Questions and Tutorials
If you want to work with a lower TWR and higher delta-v, that's fine. Fuel is cheap, boosters are cheap, decouplers are somewhat expensive, engines are expensive. I routinely launch below 1.3 TWR, aiming to hit 4-5 degrees by maybe 100 m/s. Not the fastest launch, not the smallest launch for the payload, but it works. If the first stage is boosters, I tend to use a higher TWR to start but not for long. -
Are fuel cells viable for ion engine use?
Kryxal replied to Jeb x Valentina's topic in KSP1 Gameplay Questions and Tutorials
If you're not going to be deep in a fairly substantial gravity well, the recharge time shouldn't be much of a concern. It might be worth having some light solar panels for the initial boost phase, or even use a different propellant in another stage. -
How to change Kerbal career?
Kryxal replied to miklkit's topic in KSP1 Gameplay Questions and Tutorials
I suppose, if you want them gone permanently, there's an easy fix: either SPLAT or SPLASH! Build a rocket with no chutes and fire them off! I tend to run a lot of rescue missions, so I'm sort of overflowing on all types right now... -
Plane keeps swinging to the left
Kryxal replied to Kerbkerbkerbkerb's topic in KSP1 Gameplay Questions and Tutorials
In real life, your CFI would be telling you "More right rudder!" this very instant... -
Also, 090 is the heading, this isn't the same pointing up, you're going to be pointing fairly close to the horizon. So long as you're not in danger of hitting terrain, it's all good.
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One thing that people haven't mentioned yet it, it's good to have a cheap direct antenna if you have a retractable relay antenna, for launch purposes.
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Reach the designed equatorial orbit around Kerbin
Kryxal replied to Gutto's topic in KSP1 Gameplay Questions and Tutorials
Not sure you have enough delta-v to fix this, perhaps a gravity assist off the Mun would get close to reversing the orbit. Next time, launch west and keep burning till apoapsis is well out there. -
Radial Decoupler Weak?
Kryxal replied to Jogostar96's topic in KSP1 Gameplay Questions and Tutorials
For the seperatron, I tend to mount them aligned to point up and in, so you get both down force and rotation away. That, or use the spaced decoupler. -
Space flights with docked vessels
Kryxal replied to lux7328's topic in KSP1 Gameplay Questions and Tutorials
My solution was to use a mothership in a puller configuration. Docking ports are going to handle stresses trying to pull them apart better than lateral. They could probably handle compression better but for one thing - off-center forces will push the docked ship MORE off-center, while a puller tends towards centered. -
Help with rendezvousing in high orbits
Kryxal replied to 4747's topic in KSP1 Gameplay Questions and Tutorials
My usual method is to match inclinations, change to an orbit that will intersect the other orbit at a near tangent, then fine-tune from there. When I go from trailing to leading on the next orbit (or vice versa), that's the time to adjust this orbit to get an intercept. This can generally be done with just prograde or retrograde inputs near the intercept point, and maybe an extra, null maneuver node to make sure the next displayed intercept is the following orbit. -
Looks simple enough, make a rocket with a heat shield on the capsule, capable of reaching orbit and returning. Maybe a 75km circular orbit, then reduce periapsis to 25 km and detach the rest of the rocket. Set up test conditions. If that's not sufficient (and it really should be), adjust your burn to be more radial-in so as to increase apoapsis while you decrease periapsis.
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Leaving Kerbin SOI for just a moment
Kryxal replied to Martian Emigrant's topic in KSP1 Gameplay Questions and Tutorials
If you just barely escape Kerbin's SoI (which means it's going to take a while) you can easily return to the SoI with a small burn, pretty much directly at Kerbin. To reduce your periapsis, aim a bit more retrograde relative to your velocity vector from Kerbin. -
Where can I do accurate manoeuvres on a Halo Ornit
Kryxal replied to EwTE_H's topic in KSP1 Gameplay Questions and Tutorials
Do note that L1, L2 and L3 are unstable. Only L4 and L5 are stable. -
A bit late, but the best Moho transfer from Kerbin's going to be at node intersection, aiming for Moho PE. Just meet the orbit, don't worry about meeting the planet first time around. You'll be able to fix your inclination cheaper, further out, and combine it with the ejection burn. Once you're at your PE, bring your AP down so the next orbit is a rendezvous, you'll then need less delta-v on the capture burn.
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Craft flipping on duna reentry.
Kryxal replied to Cloakedwand72's topic in KSP1 Gameplay Questions and Tutorials
For that matter, if you flip, just start using body lift to add extra drag. If you're going to be on the low side, pitch up, and if you're high, pitch down. -
Burn Time and Special Relativity?
Kryxal replied to maddog59's topic in KSP1 Gameplay Questions and Tutorials
Starting from an orbit with a period of 30 minutes or so, a "kick" of about 430 m/s will result in an orbit of about 90 minutes. Plan that "kick" 3 orbits before your target departure time. Similar methods can be used so long as you're short of the Mun's orbit, so under about 800 m/s in any combination, past that planning gets more complicated.