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Bluejayek

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Everything posted by Bluejayek

  1. Oh, I agree it was rediculous. I was just looking for him to estimate how much a Jool landing and return would acually take! Getting to Jool is easy, its the taking off from the surface thats hard
  2. Calculations as proof please? Rough estimates, Kerbin to oribt: 4000m/s Kerbin escape: 1000m/s transfer orbit to Jool: 7000 m/s Jool landing: 0m/s (parachutes, or just float down.) Jool to orbit: 50,000m/s Jool escape: 4000m/s Transfer orbit to Kerbin: 7000m/s Kebrin landing: 0m/s (parachutes) Total: 73,000m/s delta V. Mun is 12,000,000m away, so to get there and back in 5 minutes you need to be averaging 80,000m/s. Therefore, if you want to go there, land, and return you need at least 240,000m/s of delta V (perhaps more, I'm not sure if parachutes/aerobraking can slow you from 80,000m/s). So I estimate your right, you could do a Jool return with that.
  3. This is UNPOWERED and unpowered landings are easier on eve because of the thick atmosphere.
  4. Actually if you are smart about it, the delta V required is far less then twice kerbins delta V. See my posts in the following thread. http://kerbalspaceprogram.com/forum/showthread.php/18877-Kerbol-polar-orbit?highlight=Polar+kerbol It takes only around delta V equal to kerbins orbital speed if you do a high bi-elliptic transfer. Also, with the new nuclear engines I have managed to build a craft that has enough delta-V to brute force this anyways.
  5. He might have changed the key setup to avoid d, or perhaps uses a joystick.
  6. Hmm, that does explain a few things. I had wondered how your velocity was so close to mine with only 1/5th of my fuel; I had put it down to more efficient staging (your effective payload mass is like 1/4 or 1/5th of mine) and a final burn closer to periapsis. I would be interested to see what you get if you use that ship as pure stock. Either way, it is a nice entry, and he should just bump it over to the modded leaderboard.
  7. I have a 1400 ton launcher that I can manually pilot into LKO. It iosnt pretty, but it works; delivers a payloadf of about 160-170 tons into LKO. If I can adjust that payload to be a lander, I might be able to complete this. I haven't been to Laythe yet though. What is its surface gravity/atmosphere like compared to kerbin?
  8. Staging while rotating makes the things fly outwards and often does cause explosions. Also, the rocket I showed has *76* XL boosters and 16 normal boosters, much more then the puny 30 you have
  9. Efficiency is what people do when they are too afraid to use MOAR BOOSTERS! By the way, this is what I am talking about by "insanely large rockets". Does it match your description? 1424.3 tons on launchpad.
  10. Actually spikey, he sort of has a point about ships randomly disintegrating when using the mailsail engines. The large parts could really use some more structural strength and/or we need some struts high higher compression strength.
  11. With the size of my rocket I think I'd need something more like a perpendicularly mounted mailsail engine, rather then a sepraton...
  12. I claim victory. 25,330 years. 1424.3 tons on launchpad. The sundive move gives an enormous boost. I had to start my burn an hour and a half before periapsis, so I was over 100,000km at the start, but it still more then doubled my speed. By the way, while doing this, did you guys notice a much diminished version of the kraken when going absurdly fast?
  13. Ok, that sounds like something different that I didn't know about! I might try it out later. However, generally my ships are either so unstable they explode soon after leaving the launch pad, they are perfectly stable under ASAS to orbit, or the detachment of one of the stages causes the rocket to explode, so this probably won't help me in most cases. Further, I tend to build rockets that are so ridiculously large that its impossible to spin them in atmosphere.
  14. Some of us didn't even know about the warp keys before the advent of physical time warp and so always used the arrow That being said, I have never encountered this bug as I now always use the keys. Mouse is overrated.
  15. The effect persists with time warp off, engine off, and ASAS off. Its definately the kraken. This is happening when going very fast far from the sun as well, so it isn't something exclusive to sun dives.
  16. I have noticed that the kraken is not entirely dead in this version. No, I am not talking about the Space Cthululu where your ship explodes xcoming out of warp, but rather the classic Kraken: Phantom forces on your ship when moving at high speed. Specifically, when flying a ship consisting of a Mark I pod, 5 3200L tanks, and a nuclear engine very near the sun, I see a small version of the kraken. The forces are easily compensated by ASAS, but nonetheless they do still exist. Has anybody else noticed this? I have to say though, it is MUCH better then 0.16. Sundives with large ships are now actually possible. Thanks squad
  17. Bluejayek

    Hi

    Capt'n Skunky must be on vacation! Welcome to the forums! May your flights be many and happy, and may your failures destroy only uninhabited countries.
  18. As far as I know, this is true for the same reason guns have rifled barrels. If you spin an object, then any unbalanced forces will average out over the period of rotation.
  19. Comment: Allowing a leaderboard for modded parts that does not allow .cfg edits is stupid. Mods are created by editing cfg files! You should allow the guy who landed on Laythe with an edited fuel tank on the modded leaderboard. Also, 576 days to eve
  20. kacp, if you have the disc space its probably easiest just copying your ksp folder and keeping a clean stock install, and then installing mods in the other.
  21. The only mod I use is the crew tank. Its great for rescue missions, and parties in orbit.
  22. With stock parts I managed ~27,000m/s with a 5 hour nuclear engine burn... Speed of light is rediculously high.
  23. Ok, thanks for the tips. I'm going to try again with my rocket using the sundive, the only issue is that even on 4x time warp burning that much fuel on a nuclear engine takes ages I wonder if this will actually work with the tiny acceleration my ship gets though. How long do you actually have at periapsis to burn?
  24. I tried using the craft file you gave, and I didnt get anywhere near your velocity. I got 120,660 years with a straight out trajectory. How did you get the 43,402years figure? Some sort of Jool slingshot?
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