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Delta V of decouplers?
Tatonf replied to ToukieToucan's topic in KSP1 Gameplay Questions and Tutorials
About a year ago I designed a challenge that got no one interested in where I calculated the Isp of the decouplers. However it's a bit hard to read because it was made on the ancient forum, now the editing is destroyed. I'll repost it here : TT-38K Radial Decoupler : 11.4 Hydraulic Detachment Manifold : 2.9 TT-70 Radial Decoupler : 6.5 Structural Pylon : 2.3 TR-2V Stack Decoupler : 1.1 R-2C Stack Separato : 0.8 TR-18A Stack Decoupler : 6.3 TR-18D Stack Separator : 4.6 Rockomax Brand Decoupler : 1.6 TR-XL Stack Separator : 3.6 TR-38-D Stack Separator : 0.5 So yeah the TT-38K Radial Decoupler will probably give you the best delta-V. Check out my challenge by the way ! -
How to change inclination for cheap ?
Tatonf replied to Tatonf's topic in KSP1 Gameplay Questions and Tutorials
Yes, I use KER, , but it doesn't show the nodes. It IS close to the equator : Yes you're right, I forgot about that, I'm gonna do that. EDIT : Well, the combination of retrograde plus normal or anti-normal doesn't work. My orbit stay inclined whatever I do. I don't know what to do. -
How to change inclination for cheap ?
Tatonf posted a topic in KSP1 Gameplay Questions and Tutorials
Hello there ! I'm having a bit of a problem here : I have a ship in a very eccentric orbit around Eve (Pe near the atmosphere, Ap near the bound of the SoI), but it's inclined by 13° relatively to Eve. I would like to make it equatorial, and I know that changing incilnation is cheaper if you're going slow rather than going fast. I didn't know where to correct the inclination, so I tried to replicate this situation around Kerbin (so I can get my nodes while targeting Mun), and the nodes happened to be very close to the planet, meaning I'm going fast, meaning the inclination change is quite expensive... So I don't understand why people say I should do it while I go slow if I don't have the choice of where I can do it... I tried to correct the inclination while being halfway between my Pe and my Ap, and I could barely bring it to 11° before it starts going up again... What should I do ? -
Yes, I have the same problem.
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Jool 5 Tylo Landing
Tatonf replied to Starslinger999's topic in KSP1 Gameplay Questions and Tutorials
For your TWR, anything above 1 can work, but starting with 2.5 is a minimum for something comfortable. As for Delta-V, the theoretical minimum is 4540 m/s (for landing then going to LTO), but I wouldn't pack less than 5000 m/s if I were you. I'll just add that, the higher your TWR is, the less delta-V you need, for two reasons : 1) During descent, you'll kill your horizontal speed faster, reducing the time during you gain vertical speed due to gravity 2) During ascent, you'll reach your orbital speed faster, reducing gravity losses. -
I don't know if it's a bug or a feature, but in the VAB you can toggle the minimum pressure deployment down to 0.02 atm for drogue chutes and 0.04 atm for regular chutes (this is how they are toggled by default). However, if you launch your rocket and then right click on them, you can toggle both of them down to 0.01 atm, which actually makes a difference between landing and crashing on high altitude on Duna (and maybe Kerbin, but mountains are quite rare on it). So my suggestion would be : Make it possible to toggle the minimum pressure deployment down to 0.01 atm in the VAB / SPH. Thank you.
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Thank you my plane is now working. Well, except for the piloting part of course. If I turn a little bit too hard my plane is destroyed, I'm loosing control easily, and loosing speed when landing takes forever. I can barely "flare", so I rely on drogue chutes, AIRBRAKES and brakes, and still I think it's too slow. Geez, I really hate planes. I also tested it on Eve and, well, the atmosphere is too punishing, it doesn't go very far.
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Hello ! I've been playing KSP for 3 years but I never used planes until now. Mainly because I don't understand how they work. But now I would like to collect science from multiple biomes on Eve and I'm afraid that using a rocket hopper will be too difficult, mainly because the precision is poor. So I'm trying to build a plane with ISRU on it, but I can't make it work. Here's the poor monster : The main problem is that despite the elevon it won't quit the ground, it just roll at 150 m/s before exploding. This on Kerbin and Eve. So questions are : How do I make it work ? What do you think of it overall ?
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Should Laythe be Closer to Jool?
Tatonf replied to LaytheAdventurer's topic in KSP1 Suggestions & Development Discussion
I think Laythe is fine where it is... But if you really want it closer to Jool, just use Hyperedit. -
No Love For Callisto
Tatonf replied to Vysionone's topic in KSP1 Suggestions & Development Discussion
No need to say, I approuve this topic. Callisto is beautiful, and there should be a moon like this one, just for the pleasure of the eyes. -
Lowest Stable Orbit for Large Space Station
Tatonf replied to Castille7's topic in KSP1 Gameplay Questions and Tutorials
Yes but starting from a 71x71 km orbit you go up to 33 223 000m while I only go up to 771 262m, meaning you had way more delta-V than I had (or way more buggued Oberth effect - which I doubt). -
Lowest Stable Orbit for Large Space Station
Tatonf replied to Castille7's topic in KSP1 Gameplay Questions and Tutorials
I tried to replicate your experiment but I can't get the same results as you. My spacecraft is composed of 3 parts : the HECS probe, the oscar fuel tank and the swivel engine. I used Hyperedit to put it in the following circular orbit (and to refuel it between each experiment) : 71 km : Ap raised to 771 262m 95 km : Ap raised to 841 500m 101 km : Ap raised to 859 380m 103.7 km : Ap raised to 867 420m But I don't think this experimental protocol will lead us anywhere, in order to check the influence of the Oberth effect we should use non-circular orbit, with a fixed apoapsis and a variable periapsis. So, I replaced the swivel engine by the vector engine (so I could get a shorter burn time), and I used a constant 5 000 km apoapsis so I can have a great change despite my small dV (this is what we call a "big response") : 71 km : Speed at Pe is 3066.0 m/s ; Ap raised to 32 787 857m 85 km : Speed at Pe is 3031.1 m/s ; Ap raised to 31 556 426m 99 km : Speed at Pe is 2997.2 m/s ; Ap raised to 30 443 993m 101 km : Speed at Pe is 2992.5 m/s ; Ap raised to 30 299 403m 110 km : Speed at Pe is 2971.3 m/s ; Ap raised to 29 648 300m As we expect, the faster I go, the more my apoapsis is raised. According to my results, the Oberth effect is functioning totally fine. Or maybe the use of Hyperedit fixed it ? -
Lowest Stable Orbit for Large Space Station
Tatonf replied to Castille7's topic in KSP1 Gameplay Questions and Tutorials
HOLY SMOKES WHAAAAAAAAT ? I've been playing KSP for 3 years, always putting my spacecraft at the absolute minimum altitude (~71 km, 1 km margin in case of), and you're telling me it's not the most efficient way to do things ? I refuse that.