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lirg03

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Posts posted by lirg03

  1. Hi! Nice grand tour! Yeah, the upfront refueling tank could be on the verge of the rules but otherwise every Grand Tour is a long and hard mission what I really appreciate, so

    Congratulations, you have finished the JOOL-5 Challenge on Level 1 with a GRAND TOUR! :cool:

    Hi Ziv,

    Thank you very much for your time reviewing my mission! It was fun to plan and fly such a challenging mission. The Jool-5 Challenge is one of the best managed challenges of all :D

  2. I have a SSTO using MK3 cargo bay, and in a test flight it lifted an orange tank with 1.25m probe core, batteries and solar panels to 100km orbit as a self sustaining fuel depot. Although it looks no where close to a shuttle (do I get extra credits for innovative idea? :P).

    Due to an extra crew cabin and inline docking port in the cargo bay, right now it can't fit an orange tank + 2.5m RCS tank. I may change it a bit, and fly it again, to a more than 120km orbit.

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  3. I've been noticing something for the past few SSTO builds lately. From take off to landing (note that the highest I'll go is ~8000 M) the air intake drops like a rock, which in turn burns my liquid fuel quicker even though I'll slap 4-6 radial air intakes on and use the one or two RAPIER engines (depending on the size of the plane) which if I recall have the auto-switch.

    The thing that confuses me is that when I time accelerate, the air intake increases. Am I completely missing something?

    Radial air intakes are very inefficient for SSTOs. Ram air intakes and shock cone air intakes are much better choice. And in my experience, you need more than one of those for each engine. Use a couple of radial intakes to boost up initial intake air reserve.

    Also like others said, if the angle of attack is too large, air intakes reduce their efficiency.

  4. -How much delta-V should a lander have to be able to land anywhere on the planet and return to Kerbin? This is probably the most important.

    I often use this pic http://wiki.kerbalspaceprogram.com/wiki/File:KerbinDeltaVMap.png as a reference of how much dV I need for a particular lander. If you plan to design a dockable lander that will be separated from mothership, land, and fly back to dock with the mothership, then I think a lander with parachutes with 1600~2000 m/s dV should be enough.

    -How low should I aim to aerobrake?

    This http://alterbaron.github.io/ksp_aerocalc/ should help you to plan aerobraking maneuvers.

    -At what speed should I be entering Duna's SOI? Sometimes I seem to come in at around 1km/s or less, and sometimes it's upwards of 3km/s. Why?

    That depends on how you do the interplanetary transfer. With the above calculator, it will be easier to setup aerobraking even if you are coming in with different speeds.

    -What is the usefulness of drogue chutes? I know to use them in conjunction with engines, but they don't even seem to deploy until a ridiculously low altitude.

    Parachutes and drogue chutes have a min atmo density for partially opening. They will fully open 500m and 2500m above surface with default setting respectively. Duna atmosphere is very thin, so you may approaching ground very fast before the chutes open. Try to aim for 'valley' for better result.

    -Anything important I'm missing? Usually I wait for KAC's transfer window, adjust so the periapsis is about 11km, and land wherever I end up. Usually I don't have enough delta-V to return.

    KAC's transfer window is usually good enough that you don't need too much more dV than the 'optimal' ones. http://alexmoon.github.io/ksp/ gives much better transfer windows.

  5. Thanks a lot! Incidentally, how do I determine the proper angle for launch from the data specified in the contract?

    For a relatively high target orbit (around or beyond Mun), you can simply launch into an equatorial LKO, boost up your AP at AN or DN, and correct the inclination at the new AP (which will also be DN or AN).

    If you want to match (or at least get close to) the target inclination, then you can wait until KSC is just under the orbit itself then launch. When starting you gravity turn, turn into the direction of the orbit rather than east.

  6. Default button is R to switch between mirror and radial symmetry mode.

    However, to my experience so far, that some part placement may force you into using one symmetry mode but not the other. For example, if you attach a wing piece to the fuselage (using mirror symmetry), then another wing piece at the end of the previous wing (still using mirror symmetry), then it seems anything you want to attach on the top or bottom of the second wing piece won't work with mirror symmetry.

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