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mootavic

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Everything posted by mootavic

  1. was the info i provided sufficient? i mentioned all the things i did manually and mechjeb pretty much did the rest...
  2. i edited my post to show i erroneously included the points for the rover however i am currently redoing my whole mission so my points will end up different anyway. also, just for clarity, does the rover need to be manned? EDIT: Just redid the mission, this time i slapped 2 rovers on [the 2nd one is literally there for ballast and holding 2 extra MSEP's] and it's a good thing i gave my lander dV to spare. drove one of the rovers 2.5km away from the landing site, but my distant MSEP's both broke so i failed at getting the extra 10 points i was aiming for but the 2 i dropped at the landing site didnt break so hooray for that. looks like that other rover came in handy after all. other than that, mission profile and all previous goals achieved again with the following extra. screenshots for extra achievements in gallery provided - Got a Munar Roving Vehicle (MRV) on board? +15 [this time for real] - Proper shakedown -5 points - Drive beyond 2.5 km of the lander - That'll do - 5 points - Deploy two experimental packages at the landing site grand total - 178 i think, unless "minimalistic" and "that'll do" stack, which i dont believe they would.
  3. ok this is just a rehash of something i did as soon as docking was implemented so it only meant removing all non stock parts and reflying the mission manually. Which was surprisingly more efficient than my mechjeb missions lol. All relevant pictures can be found in the album below, sorry but the full thing is more than 70 images. Points - Base +30 - 3-man Mission +10 - 2-man Lander +10 - 2-stage Lander (leave the decent-engine on the mün) +20 - Main rocked aspargus'd? -10 (Wernher von Kerman does not like aspargus!) - Escape tower? +10 - Lander stored behind the CM during ascent +20 - Free return trajectory to the mün +10 - Flawless landing (no parts broke off, Neil Armstrong is watching you!) +10 - Got a Munar Roving Vehicle (MRV) on board? +15 oops, i didnt have a rover. i missed deleting that bit. my bad - After succesfull Mün landing docked CM and MM in Orbit (no swapping ships without docking them first) +10 - MM disposed by crashing it into the Mün (remove Kerbal first!) +5 - Plant flag on the Mün (no cumulative, i.e. two flags don't get you 6 points) +3 - Spashing down on Kerbin (land on water) +5 - Land within 200 meters of the NAM +15 [actually landed 25.4m away, can has bonus points?? ] Total - 163 148? I should have thrown a mini rover on there but it would have thrown my balance off something shocking. i might retry that part when we can make collapsible parts and accessories.
  4. Well this is the best i can get tonight/this morning. 9.56L left. Flight profile as follows. Mechjeb - Autopilot/Throttle control [Terminal Velocity/Acceleration limiting] Gravity turn starts 8.5km - ends 50km Turn shape 39.9% Acceleration limited to 25m/s² from 0 to 42km Acceleration limited to 18m/s² from 42 to 59km Acceleration limited to 10m/s² from 59 till atmosphere end Full power burn to circularise @ 74.1km managed to get near on identical numbers 3 times in a row [all within about .01L] with this being the most fuel remaining. Might give it another crack soon but for now a few hours is enough trying lol.
  5. the easiest way i found was to create a heavy lifter able to carry all of the satellites [each with at least an ion engine] on a large truss segment to your desired orbit altitude. then perform the following. 1: undock one sattelite 2: target the lifter 3: create a maneuver node boosting your Apoapsis while observing the closest approach markers. 4: perform your burn at the node ensuring inclination is as close as possible to NaN as possible 5: after the burn is completed ensure the node is removed and note the closest approach distance. 6: at the next periapsis burn to bring your apoapsis back down. ensure you match semi major axis between the satellite and the targeted lifter*. 7: repeat steps 1 through 6 for each satellite but ensure you use the last satellite you moved as the target and remember that for each satellite the boosted apoapsis will be higher until you reach a position 180 degrees away from your lifter. after that point it is cheaper on fuel to flip the procedure to drop periapsis instead. given your desired orbital altitude permits this of course. please note that the first time you try this your final satellite may not be placed perfectly evenly apart from the 2 satellites either side of it unless you do some maths to figure out the spacing before hand. but this method will have near perfect spacing for all but 1 satellite on the first attempt. * dont worry about having all the orbits perfectly circular with AP and PE all matching. just make sure the semi-major axis for the satellite is as close as possible to the lifters and their orbital period will be as close to identical as possible regardless of any eccentricity as long as your inclination to target is NaN.
  6. just use your maneuver nodes... get to 100km orbit... place a new one on a point where you will absolutely not enter Mun's SOI... raise AP to around 12,000km... drag node around till you see your figure 8... job jobbed...
  7. nuclear pulse propulsion ≠pulse detonation. thread title is fine... also, great part mate!
  8. fantastic tool mate! i do have a few weird bugs to point out though. the engineer\'s weight shows up in the VAB as 0 [used to show up as E03C1 or soemthing] but if i leave it on the craft and launch it [i forgot to remove it] the craft tilts over to the side it is placed on and uncontrollably rotates till you hit the ground. weird since it has 0 drag 0 mass... the other one is that complex stages don\'t seem to be calculated well. for example, i have a craft with drop tanks and it calculates the T/W of the stage when it has all the aux tanks fitted, but doesnt calculate the T/W for the stage with the tanks after they have dropped. seems to forget that the engines are still attached to that stage even though they were fired previously. other than that, i really love this mod, its handy as hell for working out my staging. thanks a lot!
  9. downloaded and if im not mistaken, it seems to be V1 still. no T/W ratios and it still looks like an RCS thruster. is the link wrong or am i just being special and missing something?
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