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EdFred

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Everything posted by EdFred

  1. I think MrShifty has it right It appears that the OP confused some numbers.
  2. Gather up my firearms and ammo. Head to the hangar. Fly my plane to somewhere more remote. Set up camp. Ride it out.
  3. Only because you mention it in your signature, MechJeb shows aerobrake nodes.
  4. When I've done that, I've gotten plane changes that are VERY substantial.
  5. I am not worried about launch windows. I don't need the planet to be there when I get there. Granted this is mostly for Moho, because there is such a high dV, but I figured might as well have it for all of them. I have tried to eyeball where Moho and Kerbin cross by looking at the ecliptic and rotating the view until Moho's orbit becomes a line, but I haven't gotten close enough for my likes. I'm also convinced that a mid-orbit correction to Moho costs more than when doing it with the ejection burn.
  6. I discovered this by accident a couple weeks ago, and now I no longer put any antenna on my spacecraft. Saves on weight.
  7. Yep, and going through the Wiki pages, I found the AN of the inclined planets and was going to calculate it (rather easy to do), but like you said, where does Kerbin start? Does it start at 0? 17? 230?
  8. They should be the same every Kerbal year, but I can't get them quite right. When going to the other non-atmosphere bodies which have inclination changes (I'm looking mostly at you Moho, Dres, and Eeloo) I prefer to launch at the AN or DN from Kerbin, and make my transfer and inclination change at the same time. I don't worry about hitting the planet on the first intercept, I simply reduce my next orbital period to match up the second time I'm in that spot (and I have to make that burn for injection anyway, so it shouldn't be much wasted dV). However, doing it by eye, I'm still off quite a bit when leaving Kerbin, and still end up with AN/DN of 0.5 or so So what I am looking for it what days in the Kerbal year do the planets' nodes match up with Kerbin. Moho AN: DN: Eve AN: DN: Duna AN: DN: Dres AN: DN: Jool AN: DN: Eeloo AN: DN: Eve, Duna, and Jool aren't that important as aerobraking is more efficient than burning to reduce orbital period. (I will fill these in for reference when I have the answers)
  9. I didn't see anything I would consider vast or exagerrated in your video compared to what I can replicate in a real world counter-part.
  10. Yes, you won't find it in those videos, because the pilots are constantly exercising positive control input.They are not "letting go" (hand off) of an aircraft in uncoordinated flight. When you cease to provide inputs in uncoordinated flight (hands off everything) the airplane will oscillate back back and forth as it attempts to return to equilibrium How many hours do you have at the controls of a real life aircraft?
  11. Exactly. There are plenty of different ways to play. I often return to Kerbin with no chutes. As long as I have a TWR of about 3:1 and 300 or so dV remaining. But that's also at the end of my flight. I'm pretty sure the chutes are lighter than the extra fuel needed to retro burn to safely land on Duna - although I haven't done the numbers. I prefer chutes, and unlike stated previously in the thread you can land on Duna using zero engine burn (other than the little needed to initially reduce PE)
  12. It took me a while to figure it out when I first started as well. I think I discovered it on accident.
  13. Doubt all you want. What you saw in that 300 or F16 video, is not what you are describing in you original post. They had controlled inputs coming out of the maneuver.
  14. Or my favorite - structural girder with the drogue chute on the end of it. Which also allows for radial chutes to go on the girder. Three of those welded to the side of a lander help immensely.
  15. Left click on the crew hatch for the Science Lab. A box should pop up with names and an EVA button next to the names of the Kerbal.
  16. Nah, I got that when I flew the Extra 300 - and I'm still here, I think.
  17. This happens in real life too. My airplane doesn't zero out immediately when I stop with positive control inputs. It will oscillate for quite a while if I am not trimmed out correctly.
  18. Kwon - Rod Tidwell reference except with the K spelling.
  19. Better idea: Build a teleportation device and teleport Venusian atmosphere to Mars. Two birds, one stone.
  20. Change WHERE your maneuver node is. If your maneuver node is too early, or too late, your periapsis for Kerbin will be off. Once in Munar orbit, make a maneuver node of around 300dV. Now hold your mouse over the maneuver node circle and it should change to a more white color. When it does this, click and drag the maneuver node around the orbit of the Mun. You will see how where you burn affects your Kerbin orbit. Slide it until you get a periapsis that's inside Kerbin's atmosphere. However, you do have you make sure that your orbit is near the Mun's equator for this to work well. If it isn't, still do what I mentioned above, but you will have to also use the pink markers on the maneuver node to get your periapsis close to Kerbin.
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