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Spricigo

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Everything posted by Spricigo

  1. I take your word, since I didn't touched the in game tutorials yet. But, based on what people say, seems pretty effective. Still, who need a tutorial, by definition, didn't grasped the subject yet. How a more experienced player manages to complete a tutorial, unfortunately, is not really relevant. You probably know (and 'everyone tell' ) to match inclination you need to be at AN/DN, where the trajectories crosses. Well, that is technically correct, for the same reason many things we say about orbital mechanics also are technically correct : maneuvers take time. Now you probably think 'no problem, I need to do a x s burn. I start x/2 s before the node. Half before, half after, should work' . Well it may work, except that while you did half of your maneuver the AN moved further ahead, maybe more than the time you need to finish your burn or even far enough that you are closer to your DN and your inclination is increasing. My advice(also kinda TL:DR version): -Don't use maneuver nodes, it hides the actual AN/DN. Be in map mode with the mouse over AN/DN marker (or use KER/MechJeb/SomeOtherMod time to AN readout) -start the maneuver just before the AN/DN. As close as possible without passing that point. -control the throttle so time to AN/DN decrease as inclination decrease. Ideally reach AN/DN when inclination reach 0.0°.* -Practice. Practice Practice. -And practice even more.
  2. I'm not alone when I say: no pics, no clicks. I simply don't risk download a craft file to find it have a fatal flaw or is beyond my skill. It's not worth my time.
  3. Something that would be obvious, when you think more about: If you consistently have 200m/s left over (as in never need to use that remaining XYZ amount of fuel ) the ideal is to remove it. If instead is 200m/s needed to slow down in atmosphere, consider if a pair of stub wings (e.g. 2x Delta Deluxe Winglet) can be a cheaper option than that extra fuel. In any case try to be alert to possible improvement to your frequently used vessels. Improved designs make piloting easy and good piloting allow for simpler design, is really a win-win situation.
  4. What @Ultimate Steve want to say is: don't look at This wiki article , instead search it in game. I'd say people are oversensitive about spoilers. Also
  5. fixed (well, kinda. I don't know what is the Kerbal's analogue to Latin language)
  6. You may be surprised. Using aerobrake at arrival you can reach Eve/Duna for less DeltaV than Mun/minmus. A couple of parachutes and 70m/s for landing and ~1500m/s for return to orbit. Coming back from Duna cost around 600m/s. Adding everything together and putting a generous safety margin lets say 3,5km/s at LKO, considering the possibility of orbital construction, refuelling and also that we don't need big engines for the trip (spark, terrier and dart is comfortable enough) pretty doable. About the transfer window, if you are not confident enough, practice with transfers between Mun and Minmus. For this purpose an ant-powered or spark-powered probe with a big (for his size) fuel tank can provide deltaV for a dozen transfers. And don't forget there is this forum in case you need advice when you decide to try.
  7. As far as I know, every planet is full of one kind of life: stranded kerbals.
  8. IMHO, not relevant since the real cause is some of the discussed above. The updated didn't broke anything, rather exposed if that much . Also the real causes of the issue may be avoided and in most cases there is no reason to do otherwise. In any case, for what my experience is worth : no, everything flying as good in 1.3 as in 1.2
  9. I'd try to put it more politely, but frankly don't think is worth so much effort of my part. You may or may not have a point. In any case, the way up put it make me, and I suppose lots of people, simple don't care what it may be. Stepping in a civilised discussion and angrily call what other people said as 'BS being constantly regurgitated' make you looks not like someone that can bring something valuable to the talk, rather you stand out as the idiot that should be ignored. Hopefully forum etiquette are equal to game mechanics in two points: It can be learned There is lots of people in this forum to teach.
  10. There is a issue(or issues) , but not nearly as cataclysmic as you want to imply. Autostruts induce oscillation and SAS induced oscillation are very similar. Both generate a "restorative force" that push the part/vessel through the "point of equilibrium" and do it all again and again.
  11. When a contract is completed your reward are reported like x(-z) ; y(+0) The bonus is so small you don't notice. It's actually there but hidden by rounding. Something to notice: you exchange rate is better for higher percentages committed. Also to change the percentage you need to remove and reinstall the strategy. That makes an "all or nothing" attitude towards strategyoes seem reasonable. Se players don't even touch it, others set up at max committement as soon as possible.
  12. I think I was temporally blind or something. While AYABABTU is just a nerd reference for something that really don't matter anyway. It adds a lot of management, either because constant resupply missions or production supervision. But people have done it before and liked. Maybe look at the mission reports subforum if there is some about a similar endeavour.
  13. I know you question is about placing satellite. I offer a guide about something else : The reasoning is: there is just two differences between placing a satellite and rendezvous: For satellite contracts you don't need to reach the target orbit at an specific time (with a some exceptions) Satellite contracts requires less precision.
  14. On top of my mind: Disable roll control on the engines. Maybe CoM a bit low. Compartmentalizing the fuel tank and setting higher priority on lower tanks may help to swift CoM forward faster.
  15. BTW: how about some pictures?craft file?
  16. As I said in my original post: Ignoring how the vessel end up at ESL (assume Hyperedit, Eve Space Program or let's do it anyway) Recoverable ultra efficient transport is not even the cheapest option available. They may worth the money because its an Eve Space Program. OTOH using Extra-Planetary Launchpads to build it they may not worth the money because nothing have a value in funds, the difference between build SRBs or something else is how much time warp is necessary. For the proposal of this discussion it don't need to be efficient, feasible is enough.
  17. Also, it often is a cure to an avoidable problem. Better to understood why the ship is wobbling (aerodynamic instability, control conflicts, weak joints) and avoid it in the first place.
  18. Entry in the Local Tourist category: https://kerbalx.com/Spricigo/Dolphin Passengers: 4 Liquid Fuel: 564units = 451.2 Oxidizer: 506units =91.08 Total Fuel Cost =542.28 Ticket: 135.57 There can only be one: +25 points Score 160.57 Edit: D'oh! Obviously lower ticket means better score, bonus for should be deducted. 110.57 PS: I suppose the monolith near KSC does not cont for EasterEgg bonus, Nor the Lander bonus apply. suggestion: Before any pendant (like me) argues that TO means ToOrbit, change the bonus description: There can only be one: Make the entire trip without losing any part. 25 points.
  19. The thread's subject is basically Speculation About Unorthodox Use Of Solid Rocket Engines, I think you project is, at least, interestingly close related ...As would be using SRB for docking maneuver (That! Would Be a Challenge!)
  20. But drag is a concern regardless of engine Isp and TWR. If anything SRBs lack the ability to throttle down.
  21. My take: 1st launch, a land on Eve and return to orbit mission (codename Grammy) . Last stage (codename Baby) can dock. 2nd launch, interplanetary mother ship (codename Momny) , go to Eve's orbit (gate orbit to Moho ) deploy a vehicle (codename AuntJil) to collect Baby, land on Gily and bring Baby back to Mommy. Nanny stay in Eve's orbit while Mommy get Baby to Moho. At Moho Baby dock with lander and return to orbit vehicle (codename UncleTed). After visiting Moho Uncleared stay and Mommy get Baby to Mun 3rd launch (codename Daddy) meet Mommy at Mun and take baby to land at Mun, Minmus and return to Kerbin.
  22. The advantages of better heat resistance and less drag are clear. It's the relationship with what he quoted that eludes me.
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