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Kryxal

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Everything posted by Kryxal

  1. It's probably going to be one of the radial (blue) directions on the maneuver node, assuming you're a fair distance off. Try the blue handle on the same side of your track as the planet, see what happens.
  2. In that case, would cutting the lines in from 2/3/4 to 5 and running a line from 1 to 5 get something that works? Granted, you'll probably not be able to use fuel the way you wanted to ... might that fuel balancer mod be a good idea?
  3. For that, all you have to do is hit Moho's orbit at the point where the most efficient window would be, then reduce your apoapsis so as to return to that point next orbit when Moho is there ... it also makes your capture burn easier!
  4. I wonder if it would be possible to lose the engine shroud and get the decoupler to leave with it...
  5. The other option is multiple burns, but even so you'll probably want a BIT higher orbit, and you'll only be able to safely add about 800 m/s of delta-v before you risk getting caught up on the Mun.
  6. Combined burn sounds right to me, especially since you benefit from the sum-of-squares.
  7. You don't need to do an escape burn then a burn outside the SoI ... just use the calculator to figure out when and take your best guess at where the node should be, then add in the delta-v dictated and see where that puts you, and refine from there. Maneuver nodes are handy, you can figure out the burn without doing it, though it's tough with low TWR...
  8. You can terminate flight on those if you like, saying "they should be gone, so now they ARE gone", or you can fly them (more like just watch them) until the periapsis drops enough or they crash, but be prepared to be unable to look away from those.
  9. Better yet, not removing Kerbals from rescue or offloading flights, then having no space for whoever you went to pick up...
  10. That's one of the great things about KAC (besides saving your nodes or your target ... you can exit time warp (physical warp too) at say 2 minutes from projected SoI change and hop to the corresponding vessel. Feel free to set your warp to 10000x, it will make it so you're slowed right down again when you have to be!
  11. Using KER, I just bring up the surface panel and watch what my latitude is doing ... it tells me when to make the burn if not how.
  12. Having groups at each end tends to work if they're fairly well centered on the CoM ... and if they become not-so-centered, capslock toggles fine control which balances things better instead of just blasting the ports facing the right direction.
  13. There's only so much science you can transmit, to get the rest you'd need to bring experiments back. If you really want that science, make a mission that goes just out of Kerbin's SoI and does science, then burns back in. You could do this on about as much fuel as it takes to orbit Minimus (though another 100 m/s or so might be nice for a faster and safer trip back).
  14. Also, if your tanks get used and you didn't want them to, you can always do a fuel transfer later on ... right-click on the first, alt-right-click on the second.
  15. Solution 2 also has the benefit of being able to use stage 2 clear to orbit, then turn around and de-orbit it after decoupling.
  16. The staging shows that it doesn't have fuel ... no idea why, but there's the what. Could we see the craft with better lighting and at a different angle, can't tell much about it there.
  17. It's also worth being aware of where the target docking port is if you're using a "fixed" alignment or it's not something you can easily spin ... if the other ship has the port facing north life's easier if you can make that approach and be above it.
  18. The launch planner provides travel times once you tell it to give you a transfer from point a to point b in such-and-such a time window ... and if you don't like that result, you can customize your transfer at greater delta-v cost.
  19. In that case, don't forget your radioisotope power supply, because I don't think you're going to have much luck with solar panels...
  20. Catch it right and you're only looking at a few hundred m/s of delta-v anyway ... why bother with Tylo unless you want an elegant solution?
  21. On Minimus, I think "get out and push" has a great deal going for it ... find a terrain feature that might let you get some air and have at it!
  22. Adjusting the inclination at periapsis isn't going to do much at apoapsis ... you'd be better off making a second node maybe a third of the way there if things are looking at all close, or drop that maneuver node right on the post-transfer burn AN or DN.
  23. I wasn't saying anything against canards exactly, but canards AND elevons may be overdoing things ... I might be happier seeing the control surfaces at the rear go away.
  24. It's how I would have worked it, let the other ship catch up with you...
  25. Agreed, over-controlled, see what happens if you turn SAS off for a second or two. I also wonder how stable it is, a screenshot in the hangar with CoM and CoL turned on would help matters...
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