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bewing

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Posts posted by bewing

  1. One thing nobody has seemed to mention so far is:  since your rocket gets lighter as you burn its fuel -- the real deltaV of your rocket is always a bit more than what the instantaneous readouts tell you.

  2. The question with vertical launches is always one of timing (as long as your rocket can actually get you there). The best way to find out the timing is just to do it once and revert. You will miss by a bunch, but you can see how much the destination planet moves along its orbit while you are in transit. Once you know how many degrees ahead of your target you need to aim, then aim and fire at it again.

  3. I've used klaws to refuel planes on the ground many times, but there is a difficulty. The klaw on the tanker plane must be lined up very closely with the centerline of the other plane. This is especially true when the stranded plane is built with an MK2 fuselage. If the two planes use different height landing gear, it's basically hopeless -- unless you can get very lucky while retracting one set of landing gear.

  4. Depends on what you mean by "legitimate," as I said. There is an underwater crack in Kerbin's crust. If you go through it, you find out that Kerbin is hollow, with a Negative Gravioli generator in the center. As you fall towards it, you gain speed. Since the generator is very small, you gain a lot of speed, since the G forces increase with the square. In fact, you can get significantly over 1% lightspeed, before the Kraken gets you. So all you need is a submarine to fulfill the OP's specifications.

     

  5. 1 hour ago, cantab said:

    It won't help. The theoretical maximum speed increase from a single gravity assist is twice the speed of the assisting body. A practical number of gravity assists won't get anywhere near what is required.

    It'll help a lot more than building a 10 quintillion ton rocket. Not to 1% of lightspeed, no. But an Eve, Duna, Jool, Kerbol full-powered sundive will probably get you way over 100 km/s. Maybe even add a Kerbin assist, and do the Jool assist twice.

  6. By "legitimate", I assume you mean not driving a ship through the crack in Kerbin's crust to the center, either?

    With just orbital mechanics, I think the "best" way to do it would be to use Jool for a gravity slingshot straight down Kerbol's throat. Approach Jool retrograde at the highest speed you can manage, make a very low pass -- carefully nullifying your Kerbol orbital velocity. Then do as KerikBalm is doing -- fall to 300,000 km or so, and burn all the ions you've got. I suspect you could get to around 150 km/s, but the Jool encounter would take some time to set up.

  7. It doesn't look like you really want to do atmospheric stuff (jet planes). But if you change your mind about that, then aerodynamics. Along a similar line, the atmospheric analysis device gets you lots of science points (but only if you fly it around a lot).

    If you only want to do rocketry, then the HECS is really vital. Even if you want to use pilots on a lot of your missions, you still will need probe cores for some. OKTOs are just not capable enough. Once you really understand how to use it, retrograde hold is a wonderful thing.

    After you have RCS going nicely, the next vital step is docking -- and then you will want the Klaw. It is much better than docking ports, and fills the same function.

  8. I go for the smaller-is-fine-for-me approach. ;) My first stage booster here (3 kickbacks) gets almost anything of mine most of the way into orbit, or most of the way to Mun or Minmus (for refueling and further travels). The first stage is meant for a pure-vertical launch and is 100% recoverable.screenshot6.png

    The second stage is just a plain thumper.

  9. So, I don't build SSTOs. For guidelines for atmospheric only planes, I'd say:

    Canard-based planes are significantly more efficient than standard tail-dragger types, which is why Burt Rutan always uses canards. So if you care about efficiency at all, then don't build planes that look like the ones you see out your window.

    The canards in the game are too small, so tailfins make much better canards.

    At high altitudes, even two tailfins are not enough canard to maintain good stability, so use four in a shallow X.

    Planes that are meant to land on bad terrain should have at least 5 wheels -- the standard tricycle setup plus two more outriggers near the center of the plane (unless you pick good landing sites).

    Learn how to use a Panther. Once you get to 8km altitude then level out and light the afterburner.

    If you want fuel efficiency then always fly as high as you possibly can, as fast as you possibly can.

    Don't bother with MK2 parts unless you are specifically going for looks, or you are building a seaplane. MK1 parts are better in almost every way.

    Type B swept wings are very nice. :)

    800 LF can get you a quarter of the way around Kerbin and back. 1200 can get you halfway around and back.

    Retractable landing gear definitely reduces drag, has much better brakes, has landing lights (quite important at night), and allows your plane to "kneel" -- which makes embarcation/debarcation much easier.

    Non-retractable nose gear steers much better!

    All steerable landing gear uses an immense amount of electricity, so add a few more batteries!

    An MK1 command pod makes a very nice airplane nose -- plenty of reaction wheel, very low drag, good electric storage, and a free ladder for doing "EVA report while flying over biome X" experiments.

  10. Well, I think we need a bit more info. Are we talking SSTO planes? Or are we talking just basic atmospheric stuff?

    Because if it's just atmospheric, you don't need any heat dissipation, even at mach 3. And the basic MK1 parts have plenty of heat tolerance. The constraints of atmospheric design are more: is it easy to fly (stable at all altitudes)? Easy to land? Does it look nice? Is it for long range? How much time are you willing to take to get to your destination? Can you drive it over terrain safely? Do you want parachutes with that? How many seats? Does it come in black?

     

  11. Law of the Internet #1: no thread stays on-topic forever.:P

    23 minutes ago, LittleBlueGaming said:

    Even if you want to say base 10 is arbitrary, it doesn't take away anything from the argument that a consistent method of conversion is better than an inconsistent one. It's not an argument about which base is better anyway. Base 12 wouldn't be better if your units were all wonky.

    It's all about a question of removing historical cruft in favor of a more rational design. Base ten is historical cruft -- cultural inertia. But metric enthusiasts try to have it both ways. You want a more rational system of units, fine. Just realize that half the system is still rooted in historical cruft. And if all bases were the same, then computers would calculate in base ten.

     

  12. Seems to me that the game philosophically requires building on prior successes. So you have to start with a base or two in the Kerbin system then work outward. For the first base I prefer the Mun over Minmus. Better Oberth, mostly. (But it doesn't really matter how much fuel it takes to move fuel around, once you have an infinite supply.) For xenon, of course, the only source is Kerbin, so Minmus makes the better base for ion propulsion.

    Once you have the Kerbin system base, exploring all the inner planets doesn't take too long (in a relative sense). Which leaves a base around Jool as the next logical step. So far, I like Pol for that.

  13. A slightly different answer from the above ones is:

    Mun and Kerbin are in the same orbital plane. So the only thing you need for timing the launch is to wait until KSC is pointed in the correct direction with respect to Mun. You want KSC pointing about 45 degrees ahead of the Mun for a nice efficient launch and capture. Yes, you can launch straight up until the tracking station says you will have a Mun encounter. You save about 25% on your fuel by launching straight up, so if you are on the edge of having enough fuel, a straight vertical launch can certainly help. If you don't have enough fuel to get back, then that is what the drill and converters are for. :) Or you can launch a tug/tanker first into orbit around Mun, and dock with it.

  14. I always launch straight shots. You save 25% on your fuel that way. Going into LKO first is a waste of time (and fuel). You only need to wait until KSC is about 30 degrees ahead of Minmus, anywhere on Minmus' orbit. Turn on SAS Stability mode and launch dead straight up. Get your Ap to about 45 Mm. Rotate and zoom until you are looking back toward Kerbin from Minmus' orbital plane. You will clearly see whether the tip of your orbit is above or below the plane. Make a small burn (a few seconds) either north or south until the tip is exactly in line with the plane. Then set Minmus as your target. It'll show you the position of Minmus at closest approach. You need it to be below 2 Mm for an encounter. Generally, you almost always need to carefully burn a little more prograde to get an encounter. Then you need 200 m/s of deltaV to get a capture once you are there.

    PS. One further note: tourist flyby missions only count if your ship was in orbit around Kerbin before your Minmus encounter. So when you are just about to get to your encounter, you may want to do a 60 or 70 m/s burn east, to establish an orbit. Minmus will capture you anyway, a few seconds later.

  15. 5 hours ago, Stewcumber said:

    That's very weird, was thinking about this today! How many empty fuel tanks do you need to stop /slow down to a survivable speed from 100m/s, 200m/s etc, and how angle will affect that. Does the craft disintegrate in one go if it hits a surface at say greater than 100m/s regardless of crumple zones?

    No, the lower parts explode, which tends to shoot the upper parts back in to the sky -- where they proceed to fall and crash again. The second impact will usually destroy what you were trying to save.

     

  16. I was doing somewhat similar testing recently -- to test out the real capabilities of the micro landing gear. I wanted to know what that "150 m/s impact tolerance" really meant. I stuck 3 of them on a 1.5 ton craft on the launchpad. Launched it up to 250m, 300m, 350m, etc. and let it fall back to the launchpad unpowered. I especially wanted to know what happened with "locked" vs. "unlocked" suspension.

    With unlocked suspensions, I was surviving impacts of 100m/s undamaged. With a locked suspension, the legs started falling off and then exploding when it landed at a little over 30 m/s. But otherwise, the rest of the craft survived.

     

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