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Everything posted by Markus Reese
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If he is coming in near 80, you won't be able to get a sub orbit on that side of the planet easily. Your best bet would be have a circular orbit of kerbin and wait for him to get in close. He will pass by close and start to fly away again, at which time you can, at the kerbal's periapsis, elongate your own orbit. if you are cutting inside of the kerbal's, you will begin to catch up. How much to elongate your orbit all depends on the difference in speed. If you build a rocket with tons of extra fuel, once you are at your Ao, it isn't to hard to play chase around since the orbital velocities are so low. This of course depends how far out the kerbal's Ao is. The toughest part about a capture like this is if you are playing the chase around, then you might end up flying right past. But plenty of time for the focused pilot to make corrections. Edit: Personally, a nice rescue ship I find to be the three man capsule. (trick is getting the other one off) For your seeker stage, the 45 maneuvering engine (not the small stock 1m and not the big one, that nice medium) mounted to a tank with four supply tanks around it should be able to get the job done with more than enough fuel left. If you have your original craft the kerbal fell off of, can also have him hang on and try flying him back to meet up
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interesting challenge about a slingshot from kerbin to mun->minmus->kerbin and escape? As it stands, a regular mun slingshot does allow enough velocity for a solar escape.
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I would like to point out that module just below the cockpit does not exist. By all rights, as it stands, it is a puller rocket. The front bits drive it sucking fuel from rear. You dump the rear and work forwards. Definitely a skycrane with what I am guessing is an IVA or science module. Below the science module, just before the solid stage is some sort of adapter. Cannot build it exactly, but I like the design. Alas, in that state, not exactly returnable, so will need to tweak to my own accord.
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The way I do it is I pause, and you can move your stages about. The problem is the mission time if you do not minimize it (tough on a laggy rocket). So what I do is stage one is just junk, stage two is my decouple and parachute. Essentially, if you get into trouble, pause, drag stage two so it can be your next stage, then it can eject. When you drag, it will not adjust the list until you unpause it. So when you drag the eject stage, it will just hang at the new position. Writing this while watching tv late at night, so hopefully it makes sense.
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Engines won't restart
Markus Reese replied to UseAsDirected's topic in KSP1 Gameplay Questions and Tutorials
Pretty much what Bsalis said, I found it out too. You need to be able to go back to tracking station. When you reload up the ship in flight, the fuel flow would be going well. Unfortunately if you are using this for a spaceplace, means a landing to do the reload, not so good for your speed efficiency. -
In continuation of Sal's comment, even if you are on the far side of the moon the fuel used to escape is pretty similar. Without the atmosphere to kill horizontal velocity, you just need to pitch to bank right after liftoff to either a slingshot or just burn horizon on the angle you need. Overall, the fuel consumption difference should be negligible. Also, the best way to escape and return back to kerbin is to get an escape route counter to the orbit of Mun or Minmus. What you do is use this to minimize your outer orbit velocity. Do this to do atmospheric braking to recapture a kerbin orbit or to not need to burn fuel to land. I find that grazing the atmosphere around 35km does sufficient braking. Below this, and it gets difficult to correct. Give some minor burns to up your velocity if dropping to low or to capture orbit.
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the density is the collective mindset of all kerbals. I mean look at the rockets they get into. They gotta be dense. Also, there are the Kerbiliths.
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Dang! Now many of my designs might cease to work later on since I do alot of sub 100% thrust maneuvers in my flights. Hmm... Well, moar boosters I guess.
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I think the best thing would be how they mention the good players, which of course leads to searching more youtube or related links. Afterwards, hopefully that gets them the oh cool!
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Best I had was: MK16 Parachute MK16 Pod FL-T200 Fuel Tank LV-909 Liquid Fuel Engine ---------------- TR-18A Stack Decoupler FL-T400 Fuel Tank FL-T400 Fuel Tank LV-T49 Liquid Fuel Engine That setup can get up to, capture orbit and land. I simply cannot get a landing one any cheaper.
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Billy-Bobgel learns a valuable lesson today
Markus Reese replied to bsalis's topic in KSP1 Discussion
Yup, I found this issue out when EVA first happened. As was fortunate, was recording at the time! Now all my horizontal landers are designed to retract gears prior to eva. -
How to avoid... well... this.
Markus Reese replied to Daid's topic in KSP1 Gameplay Questions and Tutorials
Oh, to answer this, I believe it has to do with changes of the internal collision of parts to help reduce lag. That could be it with the big parts, instead of locking to the model, they sorta bend and flex. Try adding some structural beams to rigid up the structure. -
How to avoid... well... this.
Markus Reese replied to Daid's topic in KSP1 Gameplay Questions and Tutorials
Keep your deceleration pointing countered to direction of trouble and finesse your throttle finely to reduce speed even more. If you have any horizontal velocity, it can cause the legs to spring and flippy you over. -
Challenge pack 1: Escape!
Markus Reese replied to pushingrobot's topic in KSP1 Challenges & Mission ideas
I will have to re-check the save file then, I thought I checked minmus and didn't see any debris on the minmus surface, at least from map view. -
Challenge pack 1: Escape!
Markus Reese replied to pushingrobot's topic in KSP1 Challenges & Mission ideas
Got the save file up no problem but what are we to do on minmus? Both are in space and seem more than possible to return, or not sure... Mun seems a straight forward rescue. -
I might have to try some different designs. At current I have one that lander test worked, and it should have the fuel and propulsion to reach space with the ability to change planetary orbital path, however the coupler problem has grounded a good test flight. Therefore not able to demo a full flight, but it looks cool and I will host it up anyways. No more kerbal smileys, I am upset. Miss old forums now. Also cannot spoiler hide pictures.
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The best airbrake with stock parts is the parachute. You can see it still deployed in my plane as it came to a stop. not reusable (yet? They do have a winch model...) but they work.
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Monoliths in .17 (On the new planets)
Markus Reese replied to kacperrutka26's topic in KSP1 Discussion
I would assume there would be some variants for monuments. With multiple planets, would be nice to have unique things on each. -
Investigation into new decoupler failure.
Markus Reese replied to Kosmo-not's topic in KSP1 Discussion
Like many have said, it does seem too weak, but my common strategy for wobble removal works well in this case. I would set the small structural supports around just below the coupler to give a raised surface to attach the struts to high on the next stage. This pretty much eliminates alot of wobble and the collapse. -
Thanks for the complement. The nice thing about KSP is that since it doesn\'t follow any form of aerodynamic physics, you can make all sorts of fun planes provided lift is centre of gravity. This one was quite stable, I went for style over function. I did have a different one capable of planetary round trip, but it was modeled after a cargo plane.
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In light of this challenge, the kerbal crew decided they needed to visit the south pole. An amazing trip full of troubles and more. Mostly fuel systems. The first trip, a crossfeed capable piece turned out not to be. As result, 6 tanks of fuel were not used, and an emergency water landing had to occur in the midst of the cold southern ocean. Upon finally returning home, the fuel system was rectified, or so they thought. 15 minutes into the trip at almost 500m/s 14km altitude, the rear line-fed tanks began to be fully drained first. Fuel flow had to be disabled when the plane began to lose control. The Bad weight imbalance quickly caused the plane to lose altitude, at one point dropping to 7km. But the situation was saved just in time as the fuel balance slowly came back. Altitude and velocity soon came back and the ice shelf was passing below. All seemed well, until it became time to re-activate the crossflow of fuel. As the last of the forward tanks burned down, despite the crossflow being re-enabled, the fuel was locked as the line froze up! Even though the tanks had 298L of fuel reading in the tanks, the engines cut out and an emergency powerglide down began. The cabins grew quiet as Jeb pitched the plane forward in a steep dive. Without this dive, a stall would occur, and the plane would not be able to pitch back and cut the vertical speed. With precise timing, Jeb pulled out of the dive at only a couple hundred metres above the ground, and just before collision, the vertical velocity was eliminated, and landing was achieved. Landing was confirmed at 39m 44s. Tracking station confirmed it was not exactly at the south pole, but with the time loss of having to glide down at a low speed, plus the loss of speed earlier in the flight, another attempt was not conducted. The kerbal command center came to a consensus that had the fuel problems not aroze, an exact polar landing would have been at a similar time or probably earlier. After the meetings with the tracking center, a return to the spacecraft revealed the fuel line had unfrozen, further research will need to be conducted to prevent this situation from happening again in the future. The brave kerbonauts then pose one last time as the plane is dropped to the skids and the new research outpost can begin operation. With the success of the design. It has now been put up for all to access. The design is an SSTO configuration and uses only KSP approved components.
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Myself, I would use slingshot to get myself out of orbit, or be lazy and straight burn. With the new components, getting to a planet will be the easier part. Getting back will be a bit tougher. I have made one that has the power to escape kerbin, land again, then once more take off, but it is so large, nearly impossible to fly due to lag. A really efficent design I liked consisted of a plane capable of escaping kerbin. The way I do it, is I vertical launch the plane, and glide it back down. I then would be able to take off once more theoretically using space plane if the planet has atmo.
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I was doing testing for a return spaceplane. Some bugs have been causing problems, most notably a test landing the spaceplane wanting to crumble regardless of structural connections, ground collision problems when testing. Alas on a final successful landing, it was a scenic location, but an engine was damaged, plus landing gears sinking into earth meant no ability to take off. Picture they are retracted for As such, a photo op which I think turned out picture perfect. I knew we shouldn\'t let jeb command the new 550m/s long range craft. I still don\'t buy his story about why he needed to crash-land on a tropical beach... The challenge: Make a postcard and post the story to explain it. I have in the works a pretty cool vertical launch spaceplane designed to land at the muns. Will award it when we have a winner for all to have. Victory will come down to when I feel we got a good set up postings and my favorite. The following is my sample postcard. Favorite to date: RedDwarfIV With new planets, lets top that!
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The Story of Bill Kerman - An Emotional KSP Video
Markus Reese replied to Event_Horizon5's topic in KSP1 Discussion
Go go sequel! Really looking forward to it. Hope stock parts will soon get a crew module for extra crew, that would be nice. But I guess the person who has to rescue the three will need to send up a pair :-( -
KBS broadcast of Bill Kerbals first steps on the Mun
Markus Reese replied to Excl's topic in KSP1 Discussion
Awesome fun! Your comment about video quality, The camera distance and angle, if you want to do complex camera work, you can use the damned robotics to set up camera arms, it can help alot, then you can get rotations, angles, extensions, etc.