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Reactordrone

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Everything posted by Reactordrone

  1. Does it? I can't say that I've ever noticed it happening.
  2. Of course with contracts, a good place to put your space station is around 100km. Makes it easy to pick up stranded Kerbals to complete contracts.
  3. In the VAB the rover wheels will snap on at odd angles if you have the angle snap on. You want that to show a circle rather than a hexagon. When you do that the wheels will place on opposite corners aligned to the rover body, then if you want 6 wheels you add two pairs to opposite corners and a pair in the middle.
  4. Although it's always polite to ask before grabbing a wench's connector.
  5. I've had success with mounting a single one on each booster near the decoupler, angled outwards slightly. The boosters just spin away cleanly.
  6. Bill went on a one way trip to Eve and had a swim. I hope that stuff isn't corrosive
  7. The orbit looks fine, if a little high, you don't have to get it exactly circular. You have a long burn to do so you're probably not burning horizontally early enough. By the time you're at 35-40 km you should be at about 70-80° so your engine is giving you horizontal velocity more than altitude.
  8. It would have been more efficient to use the remaining fuel in the second stage to go part of the way to the Mun and then ditch the extra weight and complete the burn with the command module's engine. You can even loop around and do the remainder of the burn at periapsis on the next orbit, just remember to adjust the burn for the Mun's new position.
  9. Sent a couple of probes to Ike and Duna then figured I might as well use the same launcher design to do the Gilly/ Eve run.
  10. If you change one of the S3-14400s on the first stage for an S3-7200 and change the S3-7200 on the second stage for an S3-3600 on the second stage and ditch the RCS ascent stage on the lander the rocket will get to the Mun and back just as well as it does now and it won't have a sub 1:1 TWR on the pad.
  11. Your lander/command module combination is very heavy. You could make a single stage lander command pod with a single rockomax X200-16 tank, that would save all the weight of the lander and its massive RCS tank. If you want a separate lander I'd reduce the fuel on the first stage and add a small third stage for transfer and strip out as much weight as possible from the lander and command pod.
  12. Launched a big SRB into orbit and got Halberry Kermin to take the space station reueling ship and a klaw to dock with it before doing a Minmus transfer burn. Once there I got the test contract for the SRB on Minmus escape trajectory and brought Halberry back home. I then later went and looked at what the SRB was doing and got a Kraken strike that swept away every ship I had in orbit of Kerbin, Minmus and the Mun into one cluster of rapidly escaping vehicles so I had to quickload and do the SRB test again. Fortunately I'd saved just before the transfer burn so I didn't lose too much time.
  13. It's confirmed. They used to use a specialist rifle/shotgun/flare gun/axe but the flare/shotgun ammunition is no longer available so they just have a regular pistol now. https://en.wikipedia.org/wiki/TP-82
  14. If the unlocked parts have changed location you may need to go in to each tech node and click on purchase to get the items back into use.
  15. Turn Caps lock on for fine steering control to reduce rollovers when driving rovers.
  16. If your periapsis is only 200km then getting out and pushing is a very viable option. Next time the ship is at apoapsis point it retrograde, turn on SAS and EVA a Kerbal to the engine and push forwards to slow your ship down. It might take a few goes to get there but you don't have too far to go to hit atmosphere, at which point the ship will slow down by itself.
  17. A little bit over 1m/s. On long walks I've found that they can go about 350m in 5 minutes which works out to roughly 1.16m/s
  18. For large rovers I usually land tail first and then rotate the craft to land on its wheels. Smaller rovers I've used skycranes or just flown them off using RCS on low gravity planets.
  19. Just leave something to hold down the W key. Kerbals will go about about 350m in 5 minutes before you have to hit the space bar to get them moving again.
  20. My Jeb, Bob and Bill are all off world on missions at the moment so there's plenty of opportunities for the newer guys to fly.
  21. Check where your escape trajectory from the Mun is pointing, you want it to be pointing back almost along the Mun's orbital path. If it isn't, move the node around until it is (as others have suggested). Moving the node might bring your periapsis inside the planet so just readjust your burn to get the desired altitude. It may also be that you're using too much fuel obtaining your initial orbit around Kerbin. I just flew the profile and had about half my fuel left when I got into Munar orbit and about 50 fuel left when I got back to Kerbin so there is a bit of excess fuel to play with.
  22. After offloading their excess fuel I returned a crew from Minmus with plenty of fuel to spare. Those rocket equations do come in handy
  23. You could just use the linear stick anywhere RCS thrusters. Make sure there are none that could rotate the ship so just place them left, right and up down with a few for forward and backwards. If they're directly on the CG they won't even fire up for pitch and yaw changes.
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