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Brainlord Mesomorph

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Everything posted by Brainlord Mesomorph

  1. yeah, your right. I was looking at the course projection, which goes east, but the planet rotates under it (duh!) and just a hair faster.
  2. wait, isn't that effect overwhelmed by the rotational speed of the Kerbin? If I launch straight up, high enough, I always come down to the east. - - - Updated - - - Didn't think if that. I play stock.
  3. oh, my answer: When the SRBs burn out. (+- 7km) or about 4-5 km on LF.
  4. For rockets, how far straight up do go before you start to pitch over? (or yaw over)
  5. How did you lift that thing to orbit? (I'll assume that's not career mode)
  6. An SSTO Spaceplane w/ a decent payload cap (40t +) in a stock game. Eye, I canna do it! - - - Updated - - - I'm working on that! I've had to conquer every other bit of the game in the attempt. (delta V, Isp, long burns, and several game bugs) The Joolian Exploratory Fleet launches this week! (for sure this time!) - - - Updated - - - isn't that MechJeb
  7. You'll have to write a much more lengthy detailed tutorial (with pictures) if you want us to understand that. .
  8. If you're only going to airless bodies (the Mun or Tylo) I agree. But once you have places like Laythee and Eve, your landers are going to need wings! (before anyone flames me -- ok ok you don't NEED wings.) The space model is fine but the aero model does need work. Personally Lathee has so much water, I've been working on boats!
  9. Well, your 16 minutes is precise compared to my 10-hours-is-close-enough method But actually my goal was to make a parking orbit. I plan to put 10 ships in that orbit, 1 hour apart. And launch all ten (with long burns) in a single ten-hour window.
  10. Laie, Didn’t you read my tutorial? There is a date prior to your launch when your departure angle, kerbin and the sun form a straight line, I have math to find that date, and all you have to do is line up your perigee point with the sun. Red, I finally understand what you’ve done! I couldn’t figure out what exactly it was you are pre- calculating. It’s the timing! Now I understand your method. Your method provides precise timing of the ejection, but requires a mod to find your ejection angle. My method works in a stock game to find the ejection angle, but is sloppy with the ejection timing (+ or -5 hours). But if you want precise timing, I’ve now figured out and optional step in my method that will give you a precise timing: Assuming you’re in KDO (9000km x 80 km) we wait until T-35 hours. You’ll have slightly more than three orbits before departure, and are coming up on perigee in about five hours. You need to compare the time of perigee to your desired (optimal) time of departure. It will be a number between 25 and 35 hours. Whenever it is, divide that number in half. Then go to his web page, orbital period calculator, and enter that is your desired orbital period, and your current perigee. It will give you at apogee. Plot that burn as one last perigee kick. What you’ve just done, is turn your last three 10 hour orbits, into two longer orbits of a precise length of time (between 12.5 and 17.5 hours) . At the end of the second orbit, perigee, you will be precisely the right ejection angle and precisely the right time. (There I fixed it.) What about the Mun? Yes, that’s a problem. This new orbit will certainly cross, if not be in, the path of the Mun. It’s possible that th Mun is going to be in your way, you could divide the time left by four, and create four slightly smaller orbits. but that will be a retrograde burn at a slight waste of fuel. But if don't have a choice... I’ll be editing my tutorial this weekend’s to include that.
  11. A nuclear sub uses a contained nuclear reactor for electricity to power propellers. A nuclear thruster expels fusioning and/or fissioning material into space. That said, keeping the ships mass between the crew and the nukes should be enough, and keeping windows out of line of site with exhaust streams. or Kerbals are just immune to rads!
  12. Hi guys, I’ve been doing some experiments in the game so we can put some numbers to these ideas. As many of you know, I wrote this tutorial, where I describe how to align your perigee point to your ejection angle. And then a 9000 km Ap and 80 km Pe, made a pretty good departure orbit. I call that Kerbin Departure Orbit or KDO. A 9000 km apogee is about a 10 hour orbit, so you’re never more than 5 hours away from your optimal departure moment. Which means no more and then 5 m/s from your optimal delta V tops. Also, you’re safely just shy of Munar influence. That said, we could go higher. The Kerbin SOI goes out to about 83,350 km (twice the orbit of Mimnus) with an 80 km perigee that is a 10 (Earth) day orbit. If you can avoid running into the Mun and Mimnus. Needless to say with a 10 day orbital period you will almost certainly miss your departure window. But as one reader of my tutorial pointed out, there is a way to precisely time hitting your perigee/departure point at the optimum departure moment. It goes something like this: You’re at your perigee/departure point several days before departure. First, you need to know precisely how long. For the sake of argument let’s say 72 hours (a nice round number). Now you need to select an orbital period that is evenly divisible by that time. For instance you could make three 24 hour orbits in precisely that time. Or a single 72 hour orbit. At this web page, orbital period calculator, enter your perigee and the number of hours you want this orbit to be, and it will provide you with the appropriate apogee. Now you do exactly that burn, and you should be precisely at your ejection point precisely at your optimal departure moment. Now that I’ve explained how to do that, my conclusion is that it really isn’t worth it. The 9000 km apogee is exactly 98 m/s short of Kerbin escape velocity. You could do all of the work I just outlined, and at MOST all you’re going to be able to do is move 98 m/s from one burn to another. In my example of a 72 hour orbit you’re only moving about 80 m/s to the earlier burn. And crossing the orbit of the Mun twice (good luck!). And for all that work what are you saving, 3 m/s? Like I said, just not worth it. I totally understand what you mean. Trying to move a maneuver node around the planet Kerbin while looking at the solar system is impossible. A difference of one pixel at that scale is halfway around the world. That’s another reason why it’s critical to make your perigee point your ejection angle. Then you know where the point is around Kerbin, and when you zoom out to the entire solar system all you have to adjust the delta V. It’s much easier!
  13. I prefer the realism of debris, even had a VERRY scary near miss with some in LKO , . But I had to turn it down (remove some) it was choking the game. Now the stuff I build doesn't leave anything in LKO. But there are drop tanks and spent stages elsewhere.
  14. I'll take the 1st 2, 1. the blue reticle. it compensates for your position. 2. 10 minutes. unless its your final interplanetary burn. ( See the tutorial in my sig,)
  15. OK OK, after some work, now it flies! Pix soon ... and a craft file. I'm telling you I'm not going to be happy until I get the boat into orbit!
  16. Did someone say flying car? Here's my entry: The ATFV: All Terrain Flying Vehicle. Scheduled for Lathee Surface Expedition 2. I've driven/flown this thing from the KSC to the Island in Big Crater Bay. (halfway around Kerbin) Docked to a refuel station.
  17. its an SPFX shot from "Crack in the world" (1965) about underground nuclear detonations. for some reason the director didn't think they would lower the bomb on ropes, or just drop it, instead they launch a missile into a hole! I had to pause the movie to laugh for several minutes.
  18. I once built a rover with a command chair in a very exposed location. Front, top, center. The Kerbal looked like a hood ornament. The thing flipped over once, and slid a km down the side of a mountain, ON THE POOR GUY'S HEAD! It was simultaneously both horrific and hilarious! (later I moved the chair)
  19. I played Sim City looong before there were actual Sims. That said, the Kerbals are adorable, this whole kid-size solar system is adorable.
  20. ALL STOCK! square "structual jet intakes" backwards and slightly clipped, form the boat hull. SAS and active canards keep it in control. Thrust limiter on the jet to 20%. if you happen to hit 93 m/s it just vaporizes! EDIT: I've been trying to make a jet boat/rover since November. the first one wasn't seaworthy, but it could FLY!
  21. 1. Switch to docking mode controls. Forward and backward don't do pitch then. 2. Lower your COG and widen the wheel track. 3. Tap your breaks. 4. Slow down! 60 m/s is 134 mph, do you drive offroad at 134 mph?) 5. Add SAS. enough gyros can roll a vehicle back onto its wheels (esp in low G)
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