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Dilli

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Everything posted by Dilli

  1. If I remember right at 0 C, normal ATM, a cup of water in a closed system would reach an equilibrium of liquid, solid and gas states (I assume there is some space left for gas in the container?). The "Over time, the collisions of molecules will pass energy between them, but this also introduces the possibility to nullify (not destroy) energy." - is the state change of water to gas / solid until equilibrium is reached. Though nullify is probably the wrong word to use, conversion of "heat" to "bonds between water molecules" (Hydrogen bonds?). I am battling to remember my physics / chemistry, it has been too many years, so I may be wrong
  2. ALT + Right click on the fuel tank to transfer to (or from) then ALT + Right click on the fuel tank to transfer from (or to) You then click "in" or "out" next to the resource bars to transfer. You an ALT + right click on more more than the two, should you say want to refuel 3 small tanks from one large one.
  3. You only have to toggle the shielded docking port, inline docking port and Mk2 Clamp-O-Tron. The Clamp-O-Tron Docking Port can just be used
  4. I figured ISRU Refining in orbit by a medium sized refueling craft is better than on the surface. The main reasons are: You can have a tanker that docks / rescues stranded craft and provides the fuel they need (as opposed to carrying a bit of every fuel); The Tanker will have good range while being efficient (need more delta V -> convert ore to the required fuel while in flight);
  5. I have put something similar on the minus. Went straight up till 25km-30km, then slowly turned to about 45 degrees and kept burning till apotosis was about 100km; Low TWR (~1.2-1.4) until in orbit helps as does keeping speed low (~250m/s) until about 15km up then gradually increase thrust helps prevent flipping and wobbling. Strutting everything well then liberally add delta wings to the bottom of the launcher to keep it going straight. Troubleshooting - if it wobbles or tips below 25km while going straight up strut where there is obvious flex in the rocket and/or try go a bit slower. - If wobbles / flexes also try limiting or disabling gimble on the launcher engines and disabling reaction wheels on the load (on mine only the center engine had gimble enable but limited to 50%) and/or adding a probe core further down the rocket to a part of the launcher and controlling the launch from there. - If SAS cant hold it on course going straight up add bigger / more wings to the bottom of the launcher and/or strut obvious flex in the rocket.
  6. 5thHorseman posted these: https://youtu.be/XuqnH4yLAdE https://youtu.be/4Jztv_EKzt8 https://youtu.be/QuwdHnntB-0 Do they help?
  7. Really enjoyed reading your mission reports and admiring the craft.
  8. You can also use the last of the fuel to slow down a bit more while in re-entering, and/or slow down before landing
  9. Large ships / stations can pick up an oscillation due to flex between the joints which SAS aggravates, it can make the orbit appear to change constantly. One solution is turn SAS off, warp time a bit, then return to normal time with sas off. The craft should then be still and your orbit should be constant.
  10. Retracting the upslope leg does help, more so on a three legged craft v four legged ones though. (I dont spend much time looking for good landing sites so often end up on slopes)
  11. Yes, although a scientist will need to take the data from all experiments and restore the materials bay and goo pods before new reports can be generated. Also a Kerbal will need to take the crew report from the pod and then store it in the pod before a new crew report can be made from that pod. For example I just did a trip past Eve and landed on Gilly; while areobraking all science experiments were performed in EVE atmosphere, once in space after that all the data was taken from the science parts / crew pod and materials bay and goo pod restored. When on Gilly the science experiments were performed again, taken and stored in the pod. Can be repeated for each biome / situation (flying, landing, low space, high space...)
  12. I think it's the leg suspension that makes the 3 legged lander more stable on a slope. With the four leg lander the up-slope leg tends to have the least force on it causing it to extend further and tilt the craft. It comes to mind as for low gravity landings I often have to lock the suspension of the down-slope leg(s) or raising the up-slope leg(s) to counter the slope.
  13. Multiple fleas as first stage connected to as few stack decouplers as possible make an excellent and cheap first stage in early career. As they burn so quickly and before the rocket has picked up speed I figure that there drag can be ignored. They have also been an easy fix for rockets that had low TWR on launch.
  14. Stuck in Mun orbit without a ship after the lander ran dry halfway through ascent. At least she has all the interesting experiment logs to read over while waiting for the rescue craft to arrive. For her troubles she gets the trophy for being the first KSP obect to achieve Mun orbit.
  15. Reading Brotoro's Lythe mission logs the claw works well for surface docking (when it doesn't summon a kraken), provided the active ship is doing the clawing.
  16. In 0.90 I found that a plane that did suborbital but high hops worked well. I included a probe core with SAS so that engineers, scientists and new pilots could pilot the craft. The ability to land by deploying a top mounted parachute also helped on some of the more difficult/short landing sites.
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