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Everything posted by Lunar Sea
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M700 Orbital Survey doesn't work
Lunar Sea replied to 366666648's topic in KSP1 Gameplay Questions and Tutorials
Yes, the orbit has to have an inclination of around 90 degrees, such that it passes over the poles. Hope you packed extra fuel! -
Mission to Moho. any tips?
Lunar Sea replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
Ok, I was just getting concerned since I couldn't plot out a <3000dv capture burn, but that was with the Ap still outside Eve. I'll bring it down to just within since dv gets very expensive at that point and hope for the best. Thanks for the assistance. -
Mission to Moho. any tips?
Lunar Sea replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
Well it's direct to the AN but there's no encounter the first time; I'm trying method 3 as above. Once I hit the AN the first time is when I lower my Ap and get the encounter for the 2nd time around on it. However the Ap is still out past Eve so I wonder if I'm still going too fast at the encounter since no matter how I slice it the capture burn is showing 3000dv or so -
Mission to Moho. any tips?
Lunar Sea replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
I managed to get an encounter within 1000km or so of the AN but the nodes tell me I'm still looking at 3000dv or so for the capture burn This is the idea right? -
Jool 5 Tylo Landing
Lunar Sea replied to Starslinger999's topic in KSP1 Gameplay Questions and Tutorials
I don't think so, Vall takes about 1900 or so for the orbital round-trip. I was working on a very similar design with side-mounted Oscar tanks and wound up having to add some more tanks (toroidal) to make it have enough. -
Mission to Moho. any tips?
Lunar Sea replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
How does one get these lines to show up? I have a ship waiting in Mun equatorial orbit, but even when I select Moho as the target it doesn't show me the AN or DN, much less the lines. Although I do get time to relative AN/DN in KER, but those figures aren't making sense to me. -
Jool 5 Tylo Landing
Lunar Sea replied to Starslinger999's topic in KSP1 Gameplay Questions and Tutorials
Here is a Tylo Lander that I haven't tested yet (still en route to Jool in career mode. It's another year out). What do y'all think? It has about 6500dv total and 1.7 TWR at the first stage, and as you can see the side tanks are asparagus staged. By the numbers it should do the job but I'm still nervous about it. I just wish there was a longer mk0 rocket fuel tank so I wouldn't have to use so many Oscars and save some part count. -
What about Outer Planets Mod? Shouldn't that work ok in 1.0.5?
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Mission to Moho. any tips?
Lunar Sea replied to Callmedave's topic in KSP1 Gameplay Questions and Tutorials
How about trying to intercept Moho at the AN or DN? -
On Minmus and Ike I just land a mining vessel that returns to orbit with 900 ore and docks with an ISRU-equipped station. After a few runs I start running a surplus. Worked pretty well for me so far, and I enjoy practicing getting the landings more efficient.
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This! I've only been kerbaling a few months now, but I can't abide games or tv shows and tv shows that do this now. Star Wars is ruined for me, and that's ok.
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What's the inverted nose cone trick?
Lunar Sea replied to Lunar Sea's topic in KSP1 Gameplay Questions and Tutorials
Thanks, I figured it was something like that. And yeah Gameplay is probably the more appropriate forum but I thought more experienced builders would see it here -
The Venusianer - an Eve system explorer
Lunar Sea replied to Lunar Sea's topic in KSP1 The Spacecraft Exchange
Thanks dude! You might be interested in my next one, it is a Duna explorer with a rover and return lander. I'll have it up in a day or so. -
The Venusianer - an Eve system explorer
Lunar Sea replied to Lunar Sea's topic in KSP1 The Spacecraft Exchange
I'm just fishing for compliments now. -
Built in 1.0.5 Parts 94 Mass 29.1 tons at LKO https://www.dropbox.com/s/wngjv980i3yfzty/Venusianer.craft?dl=0 (includes LV) This is a modest craft built for a 3-man expedition to the Eve system. It features a manned lander for Gilly and a probe lander for the purple planet. It's my first Mk2-based ship design and I think it turned out pretty well. The transfer stage has two Aerospike nacelles that allow for a nice short burn to Eve, and should have enough Dv left for correction and atmosphere insertion. There's a heat shield inside the fairing for aerocapture. After orbit the lander probe can be deployed and sent to the surface. It has 5 instruments and battery enough for the big atmosphere analysis data transmission. Then you can go to Gilly and send down the RCS-powered manned lander. Extra RCS fuel is included for multiple landings so everyone can plant the flag and still zip around the rock fulfilling contracts. When it's time to go home the single Nerv has enough Dv to return to Kerbin and insert into LKO without aero, then the main module and lander can safely land. Try it out and let me know what you think!
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The orbit insertion is a 35-minute burn. And we complain about how long some of ours are!
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Excellent! I've built up quite the surplus so far.
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Eeloo transfer windows
Lunar Sea replied to Lunar Sea's topic in KSP1 Gameplay Questions and Tutorials
Alright man I'm going for it! -
Time to go home, what's the best way?
Lunar Sea replied to SkippydaHippie's topic in KSP1 Gameplay Questions and Tutorials
I was in the same situation just a short while back - also my first interplanetary conquest! There is nothing like those first times, eh? Option 1 is the way to go, I can vouch for it. It felt tricky, for a noob anyway, and I wasn't totally sure it would work. But it did, and will for you too. Like you said just wait until Ike is at the ejection angle and set your burn to send you off more or less (more, preferably) along Ike's prograde. You should be able to encounter Kerbin for about 600m/s. You got this! -
I was playing around with the Transfer Window planning mod, and set up a transfer to Eeloo for optimum efficiency. Amazingly the planner shows that an Eeloo-Kerbin window opens up at the arrival time and a return transfer (with reasonable efficiency) can be set up to leave 13 days after Eeloo arrival. I am tempted to totally go for this but have serious doubts I can actually execute the transfer accurately enough to get anywhere close to that 13 day span, we are talking a 2-3 year journey time to the farthest out planet after all. What do y'all think?
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Can we have a serious discussion about heat?
Lunar Sea replied to mjl1966's topic in KSP1 Gameplay Questions and Tutorials
Ok, so I am running 1.0.5 and use 4 small radiator panels on a fuel tank adjacent to my big ISRU. Are you telling me they aren't doing squat? I haven't noticed any overheating issues.