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itsmagic2009

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Everything posted by itsmagic2009

  1. Suicide burn dv from the edge of the Muns SOI is about 2700m/s with an LV909.
  2. Thank you Claw for all the work. I really really tried to avoid this bug by going all robotic, but KSP is only half the fun without all those happy faces. So here i am, with a broken save and for the love of Jebediah, i cannot figure out whats wrong with it. If anyone wants to take a look https://www.dropbox.com/s/fztus8rz137axb4/persistent.sfs?dl=0 Btw i installed Claws fix mod. But no luck [edit] Looks like i had a "finished rescue" contract that i have never accepted in the first place. Deleting it solved the problem for now.
  3. I tested the Miner on the Launchpad bevor going to Eloo. On Eloo i dont get any hotspots and two random landing places only showed 0 ppm concentration.
  4. I just visited Eloo and there was no Karbonite to be found there. Did I miss something?
  5. Be careful with launching too early. If you put a spacecraft in orbit around a planet before the "Explore" contract comes up, you will never get this contract. The game will jump directly to "Get science from space" and "Plant flag" missions for this planet.
  6. You are looking for http://forum.kerbalspaceprogram.com/threads/48876-The-art-of-modular-base-building Test on Kerbin first, then ship to the Mun. Try to package pieces and inlcude a skycrane in each package. Here is my starter package including com tower and some pipes In Munar orbit (pipe package, skycrane for com tower, com tower) Pipes on the ground All put together Then i send the next packages with whatever stuff is needed (living quaters, kethane refinery, landers, ...)
  7. Dang, the value for Eloo capture in the wiki map is wrong, should be 210 m/s instead of 2100 m/s. I justed tested it with a "spare" rocket in Eloo orbit and getting away is pretty cheap. I think i will use your map in the future :-).
  8. I think Jouni is right on the return. Eloo escape is only ~230 m/s and much cheaper than Eloo capture. After all those trips to the Mun i should have known better.
  9. 1. Launch stabilizers are automatically placed in the wrong stages most of the time. How hard can it be to put them automatically in the bottom stage? 2. Pressing G twice to deploy lander legs 3. I hate it when i do interplanetary course corrections, the periapsis moves closer to the planet and then suddenly the encounter is gone :-(
  10. Switching between the body buttons should not change your dv, only the TWR. KER shows always vaccum dv unless you activate the "Atmospheric stats" button. And kfunk is right, you won't make it back with 7000 m/s. You might be able to safe 950 m/s on the return by slamming into Kerbins atmosphere, but you will still be ~500 m/s short. The cold equations win. Also the wiki cheat sheet is highly optimistic, i would add at least 10% margin to the theoretical value.
  11. I cant find the post right now, but someone posted a misssion with a small segway style rover attached to the top of the lander. This is by far the most stable and fun rover i have used so far. I am not taking credit for it, only using it .
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