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Everything posted by Human Person
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Make a wish... and have it horribly corrupted!
Human Person replied to vexx32's topic in Forum Games!
Granted, but you have to land it without an atmosphere. I wich I understood the answer to life, the universe, and everything. -
German translation
Human Person replied to -Blackdeath-'s topic in KSP1 Suggestions & Development Discussion
I'd really like to do something like that. I found myself struggling to talk to my friends about spaceflight in german as I play the game in english and always write and read about it here in english. I found myself speaking a mixture of german and english wich is always a bit ... emberassing. I'm always on the hunt for the right german expressions. Speaking of wich: How would you translate the word "node"? -
Apollo Alternate Architectures Challenge
Human Person replied to DAL59's topic in KSP1 Challenges & Mission ideas
I use Mechjeb only for information (I don't have KER because it's redundant when you have Mechjeb). Is that acceptable without penalty?- 38 replies
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Last part of docking tutorial
Human Person replied to Dan Moos's topic in KSP1 Gameplay Questions and Tutorials
That's a common mistake. in order to really zero out your relative velocity, you have to burn retrograde relative to the target, not towards the target. -
[1.2.2] Stock Part Revamp, Update 1.9.6. Released Source Files!
Human Person replied to Ven's topic in KSP1 Mod Development
The LV-T "Dachshund" engine was a great idea. Using the ablator to limit the runtime really appeals to me. However: It's runtime is close to 7 minutes. Way too much for a booster engine, it's not a limitation as supposed to be. I changed it's config to use ablator at a rate of 0.045 instead of 0.01 so it has a maximum burn time of just over 90 seconds. Take this as a suggestion for a minor fix. -
I'm not only studying physics but also chemistry to become a teacher for those subjects.
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The kind of "humor" you described there is the most stupid thing ever, year I totally hate that kind of jokes. People who do such jokes are probably like the worst! See? You don't know if I'm being ironic or not. I'm not, that's why it really is stupid. That kind of "maybe it's a joke, I dunno" kind of humor will most likely cause WW3 some day. Now stop asking yourself if I'm still being ironic! Jeez
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how do you do the transfer? The most efficient way is to drop from the Mun to a low Kerbin periapsis and burn prograde there for your transfer. In this case, your Delta v needed is the delta v to exit the Mun towards Kerbin (310 m/s according to the map) and the delta v you'd normally need from LKO minus the velocity of a lunar transfer (860 m/s according to the map). Adds up to a net benefit of 550 m/s over a transfer from LKO.
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I encountered a minor issue with this wonderful mod. The part "Viewing Cupola" has a crew capacity of 1 but doesn't have a hatch. Does anyone know of a way to stop the game from using this part when generating rescue missions? doing a rendezvous with a stranded Kerbal just to find him unable to go EVA always makes me sad.
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25km auto delete?
Human Person replied to AlamoVampire's topic in KSP1 Gameplay Questions and Tutorials
You have trusted this number for ... years. Well, there have been quite a lot of updates to KSP in ... years and at some point, the game started tracking debris instead of deleting it. The feature you describe must have been somewhere before the official release. -
Interesting. I didn't know it was that low. saying 0.33:1 instead of just 0.33 is a bit redundant, isn't it? 1:3 would make sense.
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Hi all! I know asteroids vary in Mass even if they're the same class. Do they also vary in size? I'm wondering if I could find a little Class A Asteroid that would fit inside a mk 3 cargo bay. Thanks.
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I'll start with the last one as it will explain the others too. 1. Liftoff TWR: Probably the most critical number is your TWR at liftoff. High TWR at this point really pays off as it minimizes gravity losses wich are most severe early on (Basically all the delta v you burn vertically is lost delta v). The first stage should also build up some good time to apogee, as the next stage(s) are typically lower on TWR. Limiting your TWR at Liftoff is your budget (engines are expensive) and the structural integrity of your rocket. High acceleration and/or high dynamic pressures cause a lot of stress on the structure, so lower TWR might enable you to build lighter. 2. Wet Mass/ Dry Mass ratio: the higher it is, the higher is delta-v on a stage. Engines are heavy and add up to your dry mass. This is more relevant in upper stages than in lower stages since vacuum optimized engines are much heavier compared to their thrust than sea level engines. This is why upper stages are usually lower on TWR (oftenly even lower than 1) 3. Rated burn time: Since I started playing in RO, I found that this is the hardest factor you have to consider: Don't push your engines past their rated burn time or they will be very likely to fail. This sometimes causes me to build stages with higher TWR than strictly needed. 4. Time to orbit: This number ranges from around 6 minutes all the way to well over 20 minutes an it determines the trajectory you have to fly. The higher this is, the steeper is the required trajectory and the higher is the orbit you will end up in. There are some tricks to get into lower orbits, like burning past your apogee and pitching up (sometimes quite hard), but they will reduce efficiency due to steering losses (also called cosine losses) and such trajectories are quite hard to fly. You have to perfectly nail the timing on your circularization, cancelling out your vertical velocity right when you reach orbital velocity. Typical wett mass TWR per stage (based on my craft, what I think is flyable. Not all rockets work as those I describe here. There are many counter examples): 1st stage: 1.15 to 1.4 (less is too inefficient, more is overkill* (for RO, you can go a bit higher in Stock) 2nd stage: 0.7 to 1.2: Depends how much work the first stage did. The further you get on the first stage, the lower can your TWR on the 2nd stage be. There are rockets that go even lower on 2nd stage TWR (e.g. Ariane 5), but they are optimized for GTO and bejond. opt. 3rd stage: depends on the purpose of this stage. 3 stage to LEO rockets are rare (example: The Proton Rocket). 3 stage rockets are mostly used for bejond LEO applications. Once you are in orbit, burn time (and thereby TWR) isn't an issue anymore. The TWR can be nearly arbitarily low (depending on how much of the stage is needed to circularize. Keep the Time To Orbit in mind). *literally, as the rocket could be destroyed by aeroforces if the first stage had a higher TWR. An exception to this rule are boosted rockets, where the boosters give just a "short kick" to get the rocket going.
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Asparagus staging in 1.3
Human Person replied to Ethen Sun's topic in KSP1 Gameplay Questions and Tutorials
What you describe happens if crossflow is enabled on the decoupler of the booster. Disable crossflow and the engines will cut out when the booster is empty. -
Interesting challenge. Am I allowed to use tweakscale to scale down vector- and aerospike engines? They are pretty much the only engines that work on EVE.
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Mun landing without mun orbit
Human Person replied to MajorTomtom's topic in KSP1 Gameplay Questions and Tutorials
It depends on your TWR. You want to do burns nice and close to the surface to take advantage of the obearth effect If your TWR is low, you should enter orbit first because otherwise you would have to start your landing burn very high up. Then there's the problem of when to start your suicide burn. Doing it to early can cost a lot of extra fuel, doing it to late can cost the life of your Kerbals. -
The Retro Solar Rescue
Human Person replied to Human Person's topic in KSP1 Challenges & Mission ideas
Congratulations on beating @Aetharan by quite a bit. I updated the OP and hope everything is correct. I love all of you for keeping the challenge running.- 214 replies
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The Retro Solar Rescue
Human Person replied to Human Person's topic in KSP1 Challenges & Mission ideas
That's sad, but you can still do it, just not in the fastest way. Even if you can't beat the Time record, you have beaten the highest launch mass so far. I have to wait watching the video until I get home from vacation, but hey: If it works it's not ridiculous.- 214 replies
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The Retro Solar Rescue
Human Person replied to Human Person's topic in KSP1 Challenges & Mission ideas
@Laie Nice start of you mission, 37 km/s sonds good. What do you mean by too powerful? There is no too powerful here!- 214 replies
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The Retro Solar Rescue
Human Person replied to Human Person's topic in KSP1 Challenges & Mission ideas
Of course.- 214 replies
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