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Jaeleth

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Everything posted by Jaeleth

  1. 1250, more likely, 700 for transfer, 500 for insertion without aerobrake, of course,.430 I can't see how, whatever transfer window
  2. here: http://wiki.kerbalspaceprogram.com/wiki/Cheat_sheet (actually, 90) here: http://forum.kerbalspaceprogram.com/threads/25360-Delta-V-map. (80) and another... https://www.google.pt/?gfe_rd=cr&ei=_gWbVd6YCMPBcOD7pOgF&gws_rd=ssl#q=delta++map+kerbal&imgrc=fhPV_Xog4noytM%3A
  3. Hi. why do all delta v tables around state the delta v required to go from just outside kerbin SOI to intercept, for instance, eve, is around 80m/s when one can easily see that, if I am on kerbol orbit at approx. the same distance than kerbin ( that is, just left from kerbin SOI) I need around 700 m/s of deceleration to intercept eve orbit (not counting with plane changes)?
  4. try around 50k, 30k is not shallow. Anyway, it shouldn't be burning that way unless something is wrong like Gaarst mentioned
  5. Did you check if you have any probe in you vessel which happens to have been assembled... inverted. Does that "glitch" disappears when you right click on your command pod and select "command from here"? Assuming your command is point upwards when on launch pad. finally, your whole command module ( cockpit) may have been rotated 180 degrees relatively to your ship's " normal" flight plane. the solution? Get to the SPH and redesign parts rotation looking at it more closely... The other artificial horizon's seem to be ok... It's a glitch! )))
  6. One! The only one that died without me noticing it until it was too late and I couldn't get to an earlier game save but many more died and been rborn through game load since then. anyway, I only use Kerbals when I must, use probes instead
  7. Cluster a lot of the largest heatshields around a common center, like the turtle formation used by Roman legions ages ago it works. But make sure you get plenty of drag behind, either with another cluster of shields or with airbrakes, or the whole thing will flip over.
  8. Instead of forced complete, use frequent game saves. Anyway, in career mode, even playing in hard mode, you should always costumize play mode and allow quick saves, not only because of player mistakes, sometimes silly mistakes, but which happen because we are only one person taking care of multiple missions at the same time and, in real life, there's a whole crew just to handle one tiny sattelite of probe ( of course, with a lot more things to be concearned of than in ksp, but that's another story ); but also because the software has glitches, and it is quite distressful to loose a lot of time and game-money to a glitch... specially when flying to the Mun, which is close, or Minmus. For farther targets you'll be stuck anyway since you'll be doing a lot other missions while enroute. My suggestion is, always fly with backup hardware, extra fuel, etc... I saved long duration missions, more than once, by having a "go around" alternative in my pocket. and, if you have "just enough resources" to complete that elusive contract then... Do not take the contract! In real life those are the tasks that give you fame and glory, yes, but in ksp they will not get you fame and glory and will increase your risk factor just too much.
  9. 1. Use sandbox mode to try. When ready, get back to career mode and proceed. 2. Enough wings to take off ground below 100m/s 3. Enough thrust to reach mach 1 below or around 10000m with a constant rate of climb. 4. Enough fuel to take it to orbit 5. Take off, pitch up 25o to 30o, keep it steady. Speed should build up, slowly at first, faster when passing mach 1 and 10000m. do not climb to steeply or you'll starve the air intakes, do not climb to shallow or you won't get to orbit. Increasing speed as it climbs is essencial since at higher altitude if you have no speed, you'll starve the engines. 6. Best results is a mix of whiplash and rapier, whiplash is ver efficient until around 20000m 7. Make sure you program a custom key to turn off whiplash and turn on rapier on closed circuit mode whenever you wish, which should occur at around 20km - 24km, do not let that decision to the computer.
  10. If you can't take it off runway you have too little lift, one can tell that looking at the small wings, it appear underpowered too. 1. Replace air intakes by the top ones ( cant remember the designation right now) those big ones that look like modern fighter jet intakes. 2. Increase wing area 3. Add one more engine, at least, a whiplash and more fuel, place tanks in front so that you can play with canards which is a fair option for extra manueverability. 4. Add intake coolers ( cant remember proper name also : P )
  11. Do not follow the tutorial to the letter, it is... well... wrong Use main engines to bleed off speed until 5 m/s difference, not 50m/s... (when you get the hang of it you will use main engine to "brake" until 0m/s to 0.2 m/s) Use RCS from there on until 0 m/s And that's about it By the way, start equalizing speed (burning retrograde to target) NOT at 60Km, but at 5Km , you'll still have PLENTY of time to do everything, you will only need to make those long "braking" burns when intercepting asteroids, for instance, later on, with large ships, loaded with fuel and not that much thrust to spare...
  12. I think, many people doesn't bothers coming to the forum, and many more don't bother to answer to polls, or don't notice them. I had at least 150 hours play under the hood at the first time I wrote a line at the forum. Until then I felt that either I didn't have enough knowledge to teach something of use to someone or even to properly pose intelligent questions or doubts myself Besides, also I was too busy being "awe'd" by the wonderfullness of this game ))) to even loose a few seconds typing. After my 300th hour and when some in-game milestones were reached I found some more time to come here a drop a line , usually relax a little bit after a long and complex design finally gets enroute to destination and before taking on the next challenge )
  13. If recovering files is the issue you can try UBUNTU Linux running from CD to boot your PC without writing over any files and then use a HDD recovery tool running over Linux to try to recover those specific files. If you are not comfortable with Linux and have a friend who can help you can remove your HDD, physically from your PC, get a SATA (assuming is SATA HDD) docking station, insert your HDD in it, connect it to your friend's PC and have him/her run an HDD recovery tool on you Hard Drive.
  14. Ships will always tend to rotate around their CoM, not the docking ports, what you can do is: 1. Make sure ship A and B relative speed is zero. 2. Switch to ship A, select ship B as target. 3. At navball controls select "Towards Target" orientation, wait for maneuver to complete. 4. Switch to ship B, select ship A as target. 5. At navball controls select "Towards Target" orientation, wait for maneuver to complete. Now both ships have their docking ports aligned (almost, there are always deviations unless ships have low mass. Select the most nimble ship (usually the ship with the least mass) and use RCS, docking mode, to approach, making small corrections along the way until docking. Final docking speed should be kept near 0.2 m/s, keep rotating view 90 degrees around the ship (directly sideways and directly up) to validate alignment during docking maneuver.
  15. I don't have those mods installed, if you provide an unmodded version, I could give it a try. I have an SSTO which sort of resembles yours but it is slimmer, smaller and ends up with less dV on a 80km orbit, It was tweaked from a previous, smaller, version which I had in 0.90 and I had to increase its fuel capacity and use the new intakes to get it to orbit again, in 1.0.2 so, I would guess there is nothing wrong with the way it flies, things are, simply, tougher in 1.0.2 Anyway, one thing that matters when climbing is to trim the aircraft for a constant, not too steep, not too shallow, climb angle, I find that a 25 to 30 degree pitch up optimal for my SSTO, this will keep a fair climb rate while, at the same time, allow speed to build up for as long as possible while using air breathing engines only, the later you switch to close circuit the more fuel, thus dV you save, since air breathing spends much less fuel. Even if you get your SSTO through lower layers of atmosphere at hypersonic speeds, heating up the fuselage ( as long as it doesnt' blows up), and wasting energy to drag, with air breathing engines it is still more optimal than to keep speeds lower untill you get to high atmosphere and turning your rocket engines on too soon and at lower speeds. if you put your unmodded craft here I will give it a try. As soon as it is possible to me
  16. Took a long time to answer since I had my linux disk removed. Assembled it again and tried but nope... Problem persits, I will trywith my home PC and a different hardware when I have patience to assemble it. Thanks Sal_Vager
  17. In real world flying spins are recovered from like this: neutral stick, full oposite rudder. Engines idle. some aircraft are extremely difficult to recover. in this case you have no rudder... I guess this one should fall into the " extremely difficult to recover category" : P try NOT to spin, that is, reenter with high angle of attack to loose speed in high atmosphere but return to a prograde, unpowered, only flight as soon as possible, when stable at low speed and lower altitude, turn engines on and get back to base
  18. You have to be orbiting kerbin, that is, your Pe ( Periapsis ) must be above 70km, what the navball reads is neglectable since you can click on it and change it, what matters is your trajectory.
  19. Try to align as best you can while on kerbin's low orbit, correct, if necessary, enroute.
  20. Around 24km. That's the height I switch mode for my rapiers and switch off my whiplash
  21. If target is on equatorial, low, anti-clockwise(west) to east orbit, launch when target is around 35 degrees longitude less than launchpad, you should get pretty close to target. If you need to warp faster exit fly mode, ger back to space center, open tracking station and, keeping your eyes kn map but not flying any ship, just fast forward what speed you like
  22. That's a good principle. Not for the beginner only, but for all kerbonauts. Backups, always carry backups. Specially in long duration missions. More than once I saved my missions, Apollo 13 style, using gear that I carried in a different way it was planned to be used, but because I always put that "little extra" beyond what was considered "mission essential".
  23. My first docking was an harrowing experience... I didn't even knew how to properly use the navball, let alone the retrograde / prograde or other indicators, I ended up making the entire approach visually, using the map ( didn't have patched conics by then, nor knew how to properly set something as "target" ). I had no idea what " burn retrograde to target" meant so I ended up pointing nose towards target, visually, not on navball (lol) and flew tighter and tighter spirals around it, all the time trying to figure how, in 3D, was I pointing myself towards target movement. Finally I got myself within 50 meters of target and more or less at same speed... My hands were sweating, at least 1 hour had passed and I still had to complete docking... Real nigthmare lol. Just be persistent, watch the videos, and familiarize yourself with the keyboard. A tip: rotate the ship in a way that, from your point of view, when you press "left" the ship goes left and when you press "up" the ship goes up, move very slowly and make sure you rotate the view frequently to have a clear 3D picture of what's happening, preferably watch it frequently from directly above ( or below) and directly left (or right).
  24. I once recovered a big rocket from orbit, had to design a new vessel, called it the Tortuga shield . See picture below. the backshields are for balancing, i think they can be replaced by air brakes although, like this, is more robust. Note. The Tortuga shield consists of 2 vessels, one in front with a claw and a shield and one in back, for stabilization, with a claw and a cluster of shields. The back part of it attaches to one end of the cargo to be recovered, while the front part attaches to the other. The back part holds the engine for reentry burn and the parachutes. During reentry, with big rocket attached and back shields stabilizing Only issue with this design... You must take care in making good alignment when attaching the claws.
  25. In short: do what you would do in the real world and it'll be the most sensible. Landing gear is perfectly fine for... Landing. Specially the most sturdy model, which I would recommend for a larger vehicle, like that mobile lab. You should never approach ground at a speed that would damage the landing gear, it's unrealistic, i always make my touch down at speed below 3 m/s, unless something gone terribly wrong, like running out of fuel a few meters above ground, as it happened to me once, on the Mun. add a few roboust wheels that will make contact with the ground when you raise the landing gear and you've got yourself a very workable rover/lander
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