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Cykyrios

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Everything posted by Cykyrios

  1. Double post, mais c\'est juste pour dire que Minmus est d\'une forme assez intéressante, je vais pouvoir la rajouter sur ma feuille de calculs d\'orbites. Je trouve le time warp un peu mal réglé, par contre, ce qui rend les orbites autour de cette mini-lune assez longues. J\'ai aussi pu remarquer qu\'atterrir sur Minmus demande à peu de choses près autant de carburant qu\'atterrir sur la Mun, car malgré la distance plus grande, la faible gravité permet des accélérations plus courtes. Bon vol à tous ! Et un petit screen pour vous, avec Kerbin et la Mun à l\'horizon (et non, je ne suis pas en mouvement, les 0,4 m/s sont faux) :
  2. Ca dépend de ton pilotage Déjà , j\'active le contrôle de précision (caps lock par défaut) pour plus de contrôle. Ensuite, à partir de 10 km, je commence à pencher vers l\'Est pour me mettre en orbite, à raison d\'environ 10° tous les 5 km. C\'est le moteur central du premier étage qui permet de tourner, il a une poussée vectorielle (pas sûr du terme franaçais...) qui aide au changement de direction. Normalement, les 7 premiers moteurs doivent être éjectés juste avant d\'arriver en orbite (le 7ème restant plus longtemps que les autres). Mais je comprends toujours pas pourquoi ça casse quand tu essayes =P Je vais peut-être faire une petite vidéo d\'alunissage avec cette fusée (la dernière a été supprimée, elle durait près d\'une demi-heure...). Ah, et tu peux rajouter quelques ailettes, si tu veux, notamment sur le premier étage, mais elles ne sont réellement efficaces que dans la 'basse' atmosphère (25-30 km).
  3. Désolé pour la réponse tardive, j\'étais assez occupé ces derniers jours... En tout cas, j\'ai regardé ta fusée, et elle me parait un peu trop imposante Je te conseillerais d\'enlever un ou deux réservoirs sur le premier étage, tu gagnerais énormément en poussée. Sinon, je joins une de mes fusées lunaires (attention aux étages, par contre). Bonne chance !
  4. If I understand that correctly, what you want to do is line up the Pe of the two orbits, right? In that case, I suggest you 'simply' get into a circular orbit at your target\'s Pe altitude, then eyeball the best moment to burn to raise the Ap. As I said in a previous post, you don\'t need to line them up exactly, as you will want to rendezvous at Pe, which gives you a bigger room for error. Going all the way to a polar orbit seems a bit like overdoing it to me =P
  5. If you\'re within 90m and your speed isn\'t too different from your target\'s, then RCS is more than enough. You just need to close the distance at, say, 5 m/s, and you\'ll be done in less than a minute. When you want to match the orbits, you don\'t need the exact position of the Pe, you can eyeball its location by zooming in the orbital map view, since your orbit intersects your target\'s orbit. Sure, your Ap will be off as well, but this isn\'t too important as you\'ll probably want to rendezvous at the Periapsis, and you can get within 5km without trouble if you know the formula of the period of an orbit. I personally did it in quite a hurry, but still managed to end up 2 km away from the target in a grand total of 3 or 4 periods. I\'ll probably make a vid by Wednesday to show how I do it, might be useful for everyone, even though I doubt my method is the best there is.
  6. Happened to one of my debris, and I was happy about that, but having a command pod put on Kerbol orbit is far less appreciated indeed
  7. I\'m not sure, but I guess you could actually roll if you fold the legs and put the module on its side. Hard to control as well, but it should go more or less straight.
  8. Hey everyone, I just thought I\'d have a fireworks exhibition in KSP to celebrate the upcoming release of 0.15. This was of course a manned mission of the utmost importance, which unfortunately cost the life of many Kerman to reach this level of perfection. I\'m sorry I couldn\'t get the video to be smoother... I hope you can enjoy this anyway I should probably mention I used some radial SRBs from the NovaPunch pack, as well as stock SRBs (both cfg edited to maximize explosion potential).
  9. Haha, les pauvres Kerman, toujours prêts à se sacrifier pour la science Par contre, l\'équivalent de Mars n\'est pas encore prévu, peut-être qu\'on peut espérer pour la version 0.17 ? Jamais eu ce problème avec la lune (en tout cas avec la version 0.14.4), mais c\'est vrai que ça n\'est pas très pratique... Le docking c\'est l\'arrimage, ce qui sera très pratique par la suite pour ne pas avoir à utiliser un énorme lanceur si on veut aller orbiter autour de Kerbol. Sinon, je peux te montrer une de mes fusées qui peut sans problème se poser sur la Mun et revenir (à condition de la piloter correctement =P)
  10. While I don\'t use a table for this, my lil\' spreadsheet allows me to make rough (as always) calculations, but then again, once I have matched the orbit and written the METs, I have to wait for Pe or Ap. I can\'t imagine doing it on gut feeling as I can sometimes do with circular orbits, though, because ellipses are a deceptive bunch (due to Kepler\'s 2nd rule). I think I can make a video if needed.
  11. The best I can think of right now (I haven\'t done any research on the subject yet) would be to get to the Pe/Ap of your target, and adjust the opposite point so that a full period will get you close enough to meet your target. I\'m going to try that right now and I\'ll tell you how it turns out. EDIT: So, I tried, and I can tell you that at least, it works. I put a ship in a 150x600km orbit, and launched a second one to match the orbit. I wrote down the MET when my target passed at my Pe as well as when I passed it. I was about 19min and 48s late, so I calculated the time difference between 2 orbits, one of which had a different Ap. I found out that a 85km Ap (which becomes the Pe then) will get me a 1 second error, if I were to actually perform a perfect burn. My rocket ran out of fuel while I was 2.1 km away from the target, burning to match speeds. TL;DR: Rendezvous is possible with elliptic orbits, but is more fuel consuming and difficult.
  12. Cykyrios

    Clumsiness

    Umm, I recently experimented with the thermoplastic properties of a tupperware box, which inadvertently ended in an oven... By the time I noticed there was something wrong, half of the box had melted down :-[ I\'ve stopped eating/drinking near my laptop since that one time I spilled a glass of lemonade right next to it last year (no damage), and no food/drink has approached my new PC at all to prevent further mishaps.
  13. Can you imagine how LONG that would be without time-warp? Anyway, the best you can do is have your orbit intersect Kerbin\'s SOI, but even then, you\'ll need to have enough fuel to make it back in the atmosphere. However, timing your burn or waiting for your ship to get into Kerbin\'s SOI can be pretty long, so you may have to consider saying goodbye to those 3 Kerbals
  14. Bienvenue ! Pour la lune, c\'est pas si compliqué que ça après avoir regardé quelques tutos, il faut juste s\'entraîner un petit peu et avoir une fusée capable de faire le voyage
  15. 2 things: symmetry and thrust. You want to make sure that your craft is perfectly symmetrical so it won\'t tip over. Then, you need a LOT of thrust to lift that thing, so you want to add boosters and liquid engines to get more thrust (SRBs are good for liftoff, as they have the hight thrust/weight ratio). You may also need gimballed engines to help keep the attitude right, though they are less powerful. Actually, with mods it shouldn\'t be too much of a problem, but a vanilla game offers too little possibilities for launchers, as you have to add several heavy engines, while a launcher like Saturn V can get many things into orbit.
  16. Doing it with or without mods Emilio? I haven\'t tried to beat my own time yet, not sure whether I\'ll do that before or after 0.15 is released, but one thing I know is that I need MOAR POWER (and control...), and I still have to figure the best time to transfer orbits. Good luck anyway, and nice job mager42!
  17. For anyone still wondering how that thing looks and sounds in the game, I just uploaded a short video on Youtube: Thanks for this elevator, kBarin, it\'s pretty funny =P
  18. It all depends on what 'low orbit' means in regard to altitude, but as long as you stay below a given altitude, the influence of Kerbin would be so minimal that it would be negligible. The farther you\'d get from the Mun, the more Kerbin\'s gravity would attract you, until a Lagrange point (if you\'re right between Kerbin and the Mun, that is, aligned with them), and then Kerbin would catch you, and the Mun would still attract you, until you get low enough around Kerbin, etc. Someone posted a chart somewhere on the forum displaying the trajectory of a ship in 2- and 3-body physics, and the difference was rather small. TL;DR: N-body physics aren\'t worth the trouble, performance-wise and accuracy-wise
  19. The problem is not really that we can\'t go upside-down anymore, but more that we can\'t even go 90° up, which is, for me, far more of a problem. The upside-down camera had some cool effects though =P
  20. Wow, how can you get to the Mun and back in less than 10 hours? I came up with an idea earlier, that if I had a powerful enough ship, with enough fuel, I could burn constantly and lose very little time during transfers, but that would be quite difficult to do...
  21. So you stayed at 2868 km for your TMI burn. This was a bit of a concern for me as I didn\'t check whether the Mun would be at a good angle by the time I reached Checkpoint 2, so I chose to go back to LKO first (luckily I didn\'t have to circularize down there). As for the transfer to KSO, it would seem I\'m not that bad approximating it, as I rarely end up more than 100 km away with my method (which is and has always been an approximation). I then tweak my orbit by burning neither prograde nor retrograde, but I try different angles to see the effect on the orbit, and the result can often be pretty interesting (such as moving Ap and Pe without changing their altitude by more than a few kilometers). I\'m a bit reluctant to dive into calculations for a game, even though most of them are simple enough not to spend hours on it, but I admire the dedication you put to it
  22. To be honest, your times from checkpoints 1 to 2 and 2 to 3 still impress me. I thought I made a really decent time to get to KSO, but you managed to get there alsmot 2 hours faster than me. And if it weren\'t for that slingshot, I think I wouldn\'t even have beaten my previous time. On my way back to Kerbin though, I put my Pe directly at 70 km and used my spreadsheet so that I would need only one orbit to catch up with the finish line (it was about 200° late from my Pe). Fortunately I guessed that angle quite well. Anyway, if anyone manages to beat my time, I guess I won\'t try again, because things are getting pretty difficult to manage ??? (and this whole trial-and-error thing tired me a bit, too) Edit: I just remembered how I lost time for the 2nd checkpoint: my orbital plane was a bit off, so I had to make 2 'align burns' along with a bit of letting the 2 ships get close to each other. I\'m quite curious about how you got to the Mun in your run, too.
  23. Well, it required a LOT of trial and error, but I finally managed to get a 'flight plan' for my rocket, which requires precise control and fast rendezvous, but it was worth it! Using a 70 km high slingshot from KSO, and burning a few seconds after the periapsis, I managed to get to the Mun in no time at all, and finished the course in 22:15:42! I had to adjust my orbit upon reaching KSO altitude to catch up with the 2nd ring: I originally planned to go back around 400 km for my TMI burn, but I saw the Mun in a good spot, so I rushed just above the atmosphere to slingshot and got there pretty fast: Only 12 hours after passing Checkpoint 2, while my original TMI was supposed to be 7-hour long, not taking the time to get down into account... Back to Kerbin, Periapsis at 70 km, calculating a 530 km high Apoapsis: This got me within 8 km of the finish line, so it was time to adjust my orbit again. The thing is, when I decoupled from the 4 empty tanks, I accidentally jettisoned my RCS tanks and thrusters on the way, so I had to finish with the liquid engine: EDIT: Forgot the picture of the craft on the launchpad; here is the Zensoku:
  24. I guess you would do it roughly the same way you deorbit a rocket, except you want to be lower so you can glide down (I usually have my rockets in a trajectory that overshoots KSC so the chute gets them within 10 km, which is not too bad). I\'d suggest trying to time your deorbit burn from 70 km so that your trajectory is displayed as slightly overshooting KSC and a few kilometers in the ocean. During reentry the trajectory will change, and then you want to glide to the runway. I haven\'t flown a shuttle yet, but that\'s the way I\'d do it. Make sure you save before your deorbit burn so you can play with your timing until you feel comfortable enough to do this consistently, and everything should go well.
  25. Idem ici, j\'espère vraiment que le docking sera de la partie, je me suis entraîné à ça pendant 2 semaines ;D
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