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Reactordrone

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Everything posted by Reactordrone

  1. Depending on how much RCS propellant you have left in that, you might have enough delta-v to get back into Munar orbit where a rendezvous and return with a claw equipped vehicle might be easier.
  2. Get into orbit, open map view and orient so that the Mun is in about the two o'clock position and burn to push my apoapsis out to the 12 o'clock position when my vehicle is at 6 o'clock. I may or may not use a manoeuvre node , depending how I'm feeling.
  3. Juno is pointed retrograde now, about 25min until burn.
  4. The stage recovery mod will collect the first stage while you control the second but I'm not sure about the other way around. When I've done stock first stage recovery in the past I've just had locked off fuel tanks in the orbital stage so it has just enough fuel to fly high enough to allow first stage recovery before that stage returns to the atmosphere.
  5. As long as it's not carrying a load of extra mass it should get there and back ok. If the wet mass/ dry mass is about 2.3 or more it has enough delta-v, given reasonable piloting.
  6. In this case they were separate flights.
  7. A little unmanned one to Minmus. 6215 funds. Edited to add- it can also land on the Mun with no modifications.
  8. You can set the direction hold to "radial out" during re-entry and it should give you a fairly safe slow down, just use the roll controls to keep the belly pointed in the right direction. And if you've never managed to fly the shuttle you might want to add a couple of advanced canards just behind the cockpit since the stock vehicle is a little nose heavy and has very little pitch authority.
  9. Only one of those docking ports will have been attached in the VAB due to the tree structure building model in KSP. That one will be giving you a decouple node option. I assume the bottom end is trying to dock but isn't actually attached and when you kick off the top the unit falls before the magnetic attraction can dock the lower port properly.
  10. EVA reports and crew reports have a 100% transmission rate so there's no difference with them. Other experiments only give a partial rate on transmission.
  11. You can hold multiple crew reports in a pod but you need to send a Kerbal out on EVA, remove the data from the pod (this will include the crew report) and then store it in the pod again. The crew report button should then be reset to allow another report. In practice though, as long as you have an antenna and electric charge there's no advantage to bringing them back relative to transmitting the data but it's useful to remember for the times you forget to add an antenna.
  12. Once you get within about 2.5km (or 2.2km) you'll be able to switch to the stranded vessel using the [ ] keys and EVA the Kerbal over to your ship. Rescues are always in bare capsules or other crew compartments so there won't be a docking port on it.
  13. It's a game of exploration. Having something that the player can notice from the air encourages exploration.
  14. For reference these are kerbal x launches following a target satellite at various altitudes, all launched when the target was directly overhead. The 100km target was the best but even that is worse than a normal gravity turn. A little tweaking of when you start and target altitude might get you a reasonable and consistent launch profile though, as long as your launch vehicles all have similar thrust to weight ratios throughout their flights.
  15. Patcher hasn't worked since about 0.24. If you're not using steam you'll have to re download and install the entire game.
  16. You'll always want some prograde component to your vector but it depends how slow you are. If you're rapidly approaching the apoapsis and you're still got 1000m/s left to burn you'll have to angle up to fight gravity and push out your apoapsis. If you're getting close to orbital speed put everything into prograde (horizontal burn).
  17. That tank with a three man capsule and a skipper will have around 3000m/s of delta-v. If you're intending to land on Duna you should have parachutes for landing in order to minimize rocket fuel usage during the landing phase and a smaller, more efficient engine would be better. personally, I'd use a dedicated lander but as long as you do a fairly efficient landing you'd probably have enough delta-v on that ship to land on Duna, return to orbit and transfer back to Kerbin.
  18. The radiator panels have to be very close to the heat producing part to have any effect. If they're not on a part directly attached to your ISRU or drill they might as well not be there at all.If you can't fit a radiator in an appropriate place you need to use the foldable thermal control panels. A single 200kW radiator will cool the large ISRU unit if it's in the right place.
  19. The Wikis on them aren't bad. https://en.wikipedia.org/wiki/KTDU-80 https://en.wikipedia.org/wiki/KTDU-35
  20. That's about right. The old Soyuz engine had a main engine with about 4kN but the integrated RCS/engine system used on Soyuz-T onwards was reduced in thrust (but with a better Isp) and has no backup engine since the RCS can act as the backup.
  21. For things with low heat tolerance I'll usually add a stage or drop tanks that give a couple of thousand m/s delta-v and just slow down to 2000-1500m/s before hitting Eve's atmosphere.
  22. It's going to depend very much on how much delta-v you have left. If you raise your apoapsis to Duna's orbit you can make a small adjustment there to adjust your orbit so that in a few orbits time you'll get another intercept with Duna. This will take a lot of time but use very little delta-v. On the other hand you can raise your apoapsis well beyond Duna's orbit in order to slow down and let Duna catch up. This will take more fuel on the way out and more fuel when you capture at Duna as well. The third option is to raise the apoapsis to roughly the same as Duna and then circularize and adjust to get an intercept further around the orbit. This will take a fair amount of delta-v for the circularization but your capture burn at Duna will be fairly cheap.
  23. More engine for the same amount of fuel will increase TWR and decrease delta-v. To maximize delta-v you want to minimize engine mass since anything other than fuel is dead weight in the rocket equation, so you want just enough engine to give you the desired TWR and no more.
  24. If you have Monoprop and liquid fuel engines you'll always get more delta-v by using the monoprop first to reduce weight before using the liquid fuel engine. So if you have a lander with excess monoprop on board you're better off burning the monoprop for the de-orbit burn rather than dragging its weight around until the end. if you're docking you should retain a small amount of monoprop for final translation manoeuvres but that's about it.
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