Jump to content

mrclucks

Members
  • Posts

    379
  • Joined

  • Last visited

Everything posted by mrclucks

  1. I've messed up one time and evad before in lko with bill. Apparently I pushed off enough to get into the atmosphere and proceeded to fall. While I thought he'd burn up, he suprisinglly survive and after waiting for a splat, he simply bounce a meter or two off the ground and stood up grinning. After planting a flag, he was promptly promoted above jeb and I no longer use him for any missions in that save
  2. Periapsis between 60 and 70 doesn't bring down the apopsis very much, try burning retro grade a little at apoapsis to bring your periapsis to about 35, if it doesn't kill orbital speed and cause you to deorbit in one orbit, it should do it by the second. I've tested crafts with an apoapsis just inside kerbins soi to a periapsis of 35km and was able to deorbit in that half of an orbit, burning through the atmosphere at 3km/s for 2/3s of the planet was pretty exciting as well
  3. That gif made me happy and jealous of skills
  4. Kerbin to mun I tend to do one ship at a time. Sometimes when I land or get into orbit I'll launch something else/ do a contract for funds. Past the mun I'll launch another ship or two. If I have several ships between minmus and the mun I'll switch between them to complete the missions or at least get into a stable orbit. Interplanetary I transfer and run other missions, occasionally switching to the tracking station to see how long I have left before changing soi. I should really get KAC
  5. I like em a lot I use them primarily with my return/reentry vehicle. Basic early veichle is command pod with chute on top, small bay with a few battery's on the top, about three of each science module minus the science jr and atmospheric module on the bottom, 1x6 solar panels on the outside walls, SAS for good measure, science jr optional, and a heat shield. I recently just sent identical vehicles to duna and eve that consisteded of command module, 2 small service bays( first has 4 sets of the smaller science modules on top and bottom, and second has either 12 or 16 goo canisters stuffed inside with minimal to no clipping), a sci Jr module surrounded by six other ones, with the large SAS module on the bottom followed by the large battery and a large heat shield. Chutes on top of the 6science Jr as well as a 1x6 solar panel on the sides with some atmospheric modules all around command pod with room to EVA. Initial testing at 3km/s reentry went very well and stable except for solar panels ripping off(which I foresaw, but didn't care about) and landing at 20m/s which destroyed everything up to the service bays, but slight tweeking has made landing slow way down to 3m/s. Hopefully I'll be able to land and take off from the planets respective moons, and maybe land and take off from duna since taking off from eve seems a bit too hopeful with the dv i have on this thing
  6. I remember reading this a week ago and noting how interesting it was, then I modified designs to emulate what you did. In practice I've found that parachutes still work when a craft has touched down but is still rotating. It's only a few seconds but that can make a big difference in total destruction and sticking the landing. This has worked in both land and sea for me
  7. I was having trouble with 1.0.2 for a while but I think I have it down now. You want to add some fins at the very bottom with center of mass preferably closer to the top. I disable SAS for practically everything and lower the gimbal a whole lot, especially for your boosters. After you take off, you want to nudge the rocket slowly east when you are around 50-100m/s(some people use 1km-2 km) just enough so the prograde marker slowly goes east and finally flats out around 40km. The directional accent profile(having the prograde marker go east) takes a bit of finesse to get right, but once you do the initial nudge you shouldn't have to do anything except follow prograde marker. Don't be afraid to reduce thrust, every successful launch has never gotten any mach effects since I fear it is the start of being uncontrollable. Im MrClucks, fly safe!
  8. I was delibertly trying to stay within the prograde marker, the flipping would happen when i couldnt keep prograde even whole holding down the key. I was only going about 600m/s at 20km (generally) but in my hour of trying different launch profiles, I also tried throttling down as well with pretty much no change. Quick semi side note; I didn't think going too fast would matter anymore than just atmospheric losses of dv. Thank you for that tidbit of information
  9. Its more efficient to get into the lowest orbit you can first and then go into a higher orbit. How I get into kso(its keostationary not geostationary ) is get into low kerbol orbit then make a series of small burns at periapsis so you can take advantage of the oberth effect( if you're in an egg shaped orbit, thrust is more effective if you burn when you're closest to what you are orbiting and because you are going faster). I'd usually burn for ten or seconds at a time or some arbitrary number like 100 m/s dv. My launch profile helps with this by me launching to 100km and then setting periapsis at 72km or so. If you're still confused about the oberth effect then google it and/or watch Scott Manley on youtube explain it. Heck, watch all of Scott Manley's KSP stuff anyways since he explains things rather well and pretty simple Edit: @ Blu_C. Well I'm not sure which one of us should feel stupid but at least we agree on the oberth effect
  10. I was either unclear or you didn't read everything. My 1.0 rockets didn't ignore the atmosphere. I used the aerodynamics tool (f12) to design and fly my rocket. If I designed something in 1.0 that wasn't very aerodynamic then it would flip over. I had a aerodynamic profile in front and fins in the back, which should keep it prograde. Less drag in front and more drag(fins) in back, coupled with a lower COM should mean that it flys prograde. Unless I'm missing some vital information about aerodynamics, the rocket should fly
  11. Delta v literally difference of v(velocity). I've explained it to some friends as the change of speed. Its easiest to see it when using it in prograde(go faster direction) and retrograde(go slower direction. Assuming youre in 2D with no other forces and you're traveling in a straight line going 100m/s and you burn 10 m/s delta v prograde, then you'll be traveling at 110m/s. If then you burn 220 m/s delta v in retrograde, then you'll be traveling 110m/s in the the opposite direction. Another 110 m/s delta v in the new retrograde direction (old prograde), then you completely stop. Burning normal, anti normal, radial, anti radial have the same effects, but are a bit harder to notice in relationship to speed since you are burning between prograde and retrograde Hope this helps
  12. I'm not sure why it seems that everybody in the forum thinks that 1.0 has worse aero than 1.0.2 but I was able to figure out how to gravity turn with 1.0 after a few launches and with 1.0.2 it took me about an hour of trying to launch something using gravity turns( launched fine with 1.0) before I said screw it and just launched straight up and tried to orbit from outside the atmosphere. Initial launch profile have been 50-100 m/s then 5° turn and follow prograde, with some slight variations and throttle controls to see if maybe I'm almost there. My problem has been that about a minute or so after launch my rocket will dip below prograde and then flip out of control. I've tried playing with gimbals, RCS, different SAS configurations, struts, and not much changes on the flipping out part. Before anyone asks, yes my rocket is aerodynamic and has fins on the bottom and is not very complicated. For this reason I've scrapped my 1.0 saves and blocked 1.0.2 and I'm just gonna continue with .90 for another month or two and try again later. Tl;DR 1.0 is awesome and so is its aero but 1.0.2 doesn't work no matter what I do, so I'm going back to .90 and my precious mods
  13. I mistakenly eva'd bill while on a 75by75 orbit. He started to deorbit and all of his fuel couldn't save him from that. He did survive the whole reentry burn and I thought he'd at least go splat, but he bounced about 5m and promptly planted a flag saying he survived. I've now promoted him above jeb level, but its a shame that it was in sandbox and not in my career save. *only one kerbal was mildly harmed in this making*
  14. Disable gimble except for the center engine(s) Get a 5 degree turn or so straight from launch and very very slowly tap your key and wait for the prograde vector to catch up Add fins only to the bottom and make your top as pointy and smooth as possible Slow down, no need to accelerate at 100 m/s/s. From my expirence after getting to a good speed between 100-200m/s, slowing down to 10m/s/s got me to orbit fairly quickly and with a lot more stability
  15. I'm surprised that no one has started a thread for constructive criticism yet, so here I go. -heatshields seem to have little to no mass. even with just a heatshield, command pod and parachute at the top, the crafts tend to settle to the side or flipupside down where the heatshields are protecting nothing. Fix action would probably be to add more mass(slowly lessening while its being burnt off). -another problem with heatshields is that they're supposed to be detachable, but when I click the detach button nothing happens. -launching a larger, multistage rocket tends to wobble, usually at the point of the fairings( love them, but more on that later). Even decreasing speed and adding many struts don't eliminate the problem. Its very hard to get accurate and/or efficient when your rocket is oscillating between your maneuver node. -while I love the new fairings in how they break apart into many pieces, how you can see inside them, and how you can make them pretty precise, I have a few words about them. Maybe an option to have it break apart how it does now or break apart into halves/thirds/etc length wise. The ability to add struts to the outside of the fairings themselves and not through them, add a mid stage fairing where you can build on top of them( first example that comes to mind where it'd be used is being able to launch a vehicle, land on a body with an atmosphere and take off while still being able to use a fairing). -maybe add larger fuel tanks and engines(I was spoiled with the space Y engines in .90) These are it for now. I mostly made this so devs can look at one location and see what they can make better, how they can make it better, and additional features they can possibly add. If anyone wishes, they can hijack this thread or start a new one where it gets actively compiled to the first post since I am not as active on this forum as many others are. Merry launches to all, and to all a good flight
  16. is there any quick way of knowing rough TWR using the G meter? i'm used to being a cheat and having mechjeb tell me my TWR(as well as limit speed to terminal velocity) i started thinking that 1g would be twr of 1, but then science let me know that 1 g is standing still
  17. Saw a friend launching a rocket, asked about it. Came across the Manley's videos, watched half of his IS series. Then I finally bought it and figured out how to get to orbit
  18. This will be my first update, but I'll probably just copy steams folder to my back up(along side my pure vanilla install and all of my game saves) download and install 1.0 and play for a few hours to see how I like it. If I don't like it then I'll forget about it for a while and check back in when mods have been updated If I do like it I'll probably go back n forth between .90 and 1.0 until mods are updated and/or I wrap up any missions I have and deorbit everything using parachutes and the like
  19. Its a joke, chill out @ op. Seriously I'd buy the game as soon as I can. I probably play 8 or so hours a day and I still wish I could play more. If you're worried about paying more than you would than if it was on sale then look at it this way. You're giving more money to squad to make the game even better, which will net you even more fun at the end
  20. After trying out different mod combinations I finally found one combo that I like and doesn't take out too much space. Now when I start a new game I just move the save folder into my backups of saves and start a new game, instead of using my pure copy of .90 and trying to remember which mods I have( and then waiting an hour+ for ATM to do its thing). A copy of my nodded ksp folder is also in my back ups cuz you never know....
  21. If jeb is in a dead ship on an elliptical orbit, all you need to do is Eva and have jeb push the ship retrograde when at apoapsis. If you haven't made it to the atmosphere when you're almost out of fuel you just hop back in, hop back out and repeat. Eva fuel goes back up when you get back in BTW. Then once youre in a degrading orbit, you just wait it out till you don't get out of the atmosphere anymore. Hope you packed enough 'chutes
  22. Try placing solar panels over solar panels, I've had a big problem with them blocking each other so I just use fission, fusion and/or radiostopic generators for reliability
  23. As soon as you can. Sell a kidney or two(doesn't have to be your own) if you need funds
×
×
  • Create New...