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maro

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Everything posted by maro

  1. My way to minmus...worked every time...sometimes takes longer but works... Minmus orbits at 46.400km 1) I set my apo to that 46.400 2) then looking where minmus is 3) a) is it in front of my apo then i have to be a bit faster so i produce a (near) circular orbit a little smaller ... something like 45.500x46.000 or so is it behind of my apo then i make a little slower/wider (near) circular orbit....lets say 46.800 x 47.500 about.... 4) when the orbits are (near) parallel yo can adapt to a more closer orbit but usually minmus grav catches you this way
  2. Have my own tragedy. Bill, Bob and Jeb on Minmus.....
  3. Kerbal, Mun (nearly at the center of picture - three cm above surfece 1,5cm right from lander) and Jeb from Minmus Surface
  4. Compared to Earth Orbits http://en.wikipedia.org/wiki/Low_Earth_orbit = 160 - 2.000km http://en.wikipedia.org/wiki/Medium_Earth_orbit = 2.000km below GEO Earth GEO: 35,786 km Kerbal GKO: 2.868,4km (Factor 12,47) http://en.wikipedia.org/wiki/High_Earth_orbit = higher then GEO Earth Moon Orbit: ~358.000km Mun: 11.400km Minmus: 46.400km Measuring on GEO i would say 70km (as lowest possible stabile orbit) to 161km (2.000km / 12,47 = LEO to GEO/GKO factor)
  5. Regarding MechJeb simply YES ! Because most of the steeriung in real world is also computerized. Especialy in the launch phase there where probably some switches to press, not more. Manually was docking - until our days where things like ATV can do for herself - landing on moon, corrections and som phases of the shuttle landing. Anything else is done by computers. Therefore i think mechjeb is the more realistic gameplay.
  6. Want to say thank you for this payload. The only thing i say is we need more 'scientific' payloads, sensors, probes, landers.... :-) Mapping Kerbin today on a 75 to 75km LKO Uploaded with ImageShack.us
  7. Hello Here is my Mun and Minmus tested Launcher and Lander named 'Artemis A'. It wil lift about 65t into a transfer orbit and the two stage lander weights about 30t with enough fuel to make two landing attemts at Mun or Minmus and to fly your crew back home. All parts are 0.16 stock except the MechJeb (http://kerbalspaceprogram.com/forum/index.php?topic=14066.0). Staging 1 - engine start 2 - solid fuel boosters drop (T+30sec) 3 - small liquid fuel boosters drop (~T+50sec) (please reduce thrust after large liquid boosters are half way trough...otherwise you get to much G\'s risking structural problems) 4 - large liquid fuel boosters drop 5 - separate lander 6 - lander second stage 7 - separate second lander stage 8 - parachute Uploaded with ImageShack.us
  8. Not much Used the first tank to land and also for start on mun up to about 200km where i decoupled first stage (an fell back to mun) an then about 30% of the second stage for flight back to Kerbal. A little bit complex was the fuel hose installation for feeding into the upper stage...want go in one piece around the decoupler - hat to install two lines...but it worked.
  9. Two stage landing vehicle with 30t mass, six engines and crew of three Kerbals. Uploaded with ImageShack.us
  10. Presenting here my new launcher for placing a PowerTech PowerSat(*) into any apropriate Kerbin, Mun or Minmus Orbit. It has enough power to put the PWRTech for example into a Kerbin Geostat Orbit (2.686.000km / 1.009m/s) and returning the Pilot to Kerbin. Except the PWRSat and the optional MechJeb (**) only 0.16 Vanilla Parts are used. (*) http://kerbalspaceprogram.com/forum/index.php?topic=9879.0 (**) http://kerbalspaceprogram.com/forum/index.php?topic=14066.0 As in 0.16 there is no way to lauch without pilot the upper stage has a mass of 4 tonnes containing, Command Pod Mk1, PWR Sat, Mech Jeb AR202 Case (Optional), MK16 Parachute, Decoupler, T200 Tank, 909 Engine. Launch mass is 44,7 tonnes Plugins needed for this config: PowerSat PowerTech (option) MechJeb Staging 1 – Engines Start 2 – two Liquid Boosters drop/ ~90 sec past liftoff 3 – two Liquid Boosters drop 4 – center stage drop 5 – engine start upper stage 6 – deploy sat with right mouse click 7-8 – deorbit upper stage / decoupling capsule / parachute
  11. Hello I have problems with the fuel crossfeed function of the SL-55 Aero-Decoupler I want to use them for liuid fuel boosters attached around a center liuid fuel core stage. The central stage has somewhat weaker engine runing longer as the outer stages with stronger engines - who should be decoupled 100sec past liftoff. But the SL-55 sucks fuel from the inner stage into the outer - therefore the weaker center stage runs out of fuel first and the outer stages have full tanks then - therefore the staging i want produce dont works. Is it possible to change direction or deactivate the fuel crossfeed function ? regards
  12. Here is my first launcher i want to show you It is a small launcher for placing comsats in to any apropriate orbit – Kerbal Geostat, Mun, Minmus… Weighting 33,3tons on the ramp it has 4 staging events at launch. After deploy of the comsat you can return the uper stage to Kerbin leaving no debris whatsoever in Space if you drop the second stage bevor the periapsis is to high. Drag and gravity losses ar both below 30%. A little bit shakin on the pad…but not critical. Upper stage is very small therefore you can make a lot of powerful orbit corrections even there is only a FL-T250 tank on it. Uploaded with ImageShack.us Plugins needed for this config: Nova Punch PowerSat PowerTech MechJeb Major Parts used Two M50 engines Two K2-X engines Three FL-S100L Tanks One FL-T250 Tank 1,75m Cone Unmanned Pod MechJeb PWRSat Adapters Staging 1 – Engines Start 2 – Liquid Boosters drop/ 100 sec past liftoff 3 + 4 – Payload Cover drop / from 70km+ until periapsis < 0km 5 – 1st stage drop / up to periapsis < ~40km (use your fuel up to latest possible moment...there is enough left to make some orbit corrections) 6 – deploy sat with right mouse click 7 – deorbit upper stage Regards from Vienna
  13. After playing around now a week or so i wanna just say that this programme is awesome! Friend of mine told me about…and here I am…think he knows my obsessions. Just some small inputs as the game is in development It seems to be unrealistic to stear all those stuff manually. Therefore decided to go for the MechJeb plugin. Better but not exactly what I have in mind. Think the best way would be to be able to programm steering events and put it into the staging list….something like “roll 90° right†or “pitch –10°â€â€¦Just to programm the trajectory, leaving the corrections to the pilot to make good for in flight what was made wrong on the ground. Should be more realistic. Not only a countdown would be fine but also GO or NOGO signals for the systems…those systems that has to be prepared for flight…hey…there is something missing between the VAB and the Ramp…whats with the flight preparation procedures on the ramp. If you cut lines wrong time and feed the tanks to early…those beasts wouldn’t fly…or at least not as long as they should. The spaceport itself is a little small. Usualy for every rocket system there is a separate launch pad. And a museum or hall of fame there would be fine….with mission patches with the names of our heros, pictures and artifacts from historic missions. Lets put also some statistics in this building. My highest achieved speed so far is 9.573m/s with a weight on the ramp of 15,3t….and escaping Kerbal gravity….seems to be somehow unrealistic…or?
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