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TheDarkStar

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Everything posted by TheDarkStar

  1. In normal mode, RCS assists rotation with wads, but you can also use ijklhn for translation. In docking mode, wads + shift + left ctrl is used for translation. In all the docking I do, I find it easier and more convenient to keep the mode normal so I can both rotate and translate.
  2. If you click the speed indicator, it toggles between ground-, orbited object-, and target-relative. Set it to the last option so you can see your relative speed and heading. Note that you will have to set it as a target, which you either do by clicking its orbit in map view (and then clicking "set as target") or by double-clicking on the marker when you can see it. Also, you can see the distance from any other ship (or piece of debris) by mousing over the core part.
  3. Also, make sure you have RCS fuel. RCS fuel is not like rocket fuel; it teleports straight to the RCS ports from anywhere.
  4. I've heard of a mission to Moho where that was done, so you can do that. Also, most planets give you the option of aerobraking to kill your speed.
  5. It doesn't actually work like that, mainly because of the natural log in the equation. WARNING: MATH The equation for delta-v (total change in speed) is dV = ISP * ln (starting stage mass / ending stage mass). All liquid fuel/oxidizer tanks are 8/9 fuel, 1/9 dry mass. If you had two idealized ships (massless engine, 9/1 starting to ending mass, second one has 1 ton dead weight) with 10 and 11 ton masses, you'd get: First Ship: dV1 = Isp * ln (10 / (10/9)) Second Ship: dV2 = Isp * ln ((10 + 1) / (10/9 + 1)) Simplify and you get: dV1 = ln (9) = 2.1972 dV2 = ln (99/19) = 1.6506 Divide them and you get 1.3311, which is not 11/10. Note that you get decreasing returns on actual rockets as your starting to ending mass ratio approaches 1/9 (because of the fuel to dry mass ratio in the engines). In a single stage, the LV-N approaches about 18000 m/s and the ion engine appreaches about 34000 m/s (this might not be correct). tl;dr The dV you get is not linear.
  6. As long as it's above a bit above 1, TWR doesn't matter. What DOES matter is the delta-v, which is the the total (not net) change in velocity you can do (usually in m/s). Use the most efficient engines you can (that will still lift your rocket and don't take too long to do things) with enough fuel. Also, make sure you use asparagus staging, or at least some staging. Post some pictures of your rockets so we can help you more.
  7. I'm not sure, but I started in 0.8 or 0.9, so probably more than a thousand .
  8. I've been playing a long time, and I've done some tests that were not safe for Kerbals. At best, I've killed more than a thousand Kerbals. At worst, it's more like 2000. Edit: In 0.21, I've haven't killed anyone yet.
  9. It also helps if you have a wide base, so that the center of gravity has to move further (it has to lean more) for it to tip. edit: Did not read Skorpychan's post.
  10. Since you are still very far away from Duna, you should try burning sideways to move your periapsis (might take some trial and error). You don't need to burn retrograde to lower it, since that means you are trying to stop the movement towards Duna and the sideways movement; you just need to stop the latter one.
  11. Since you are new (and since the ship currently in orbit probably doesn't have a docking port), don't try to refuel. Instead, get an unmanned ship with a Hitchhiker and get close. Once you do that, transfer the Kerbals by EVA. Make sure the Hitchhiker has parachutes on it in case the ship separates upon reentry.
  12. As has been said, you need practice. Also, learn about dV, which is the total change in velocity (not net change). The formula for it is dV = Isp * G * ln(starting stage mass / ending stage mass). G is about 9.81 m/s2, or Earth gravity. More efficient engines change your dV a lot, having a lot of fuel increases it with diminishing returns, and excess weight (like too many engines on an orbital transfer stage) lowers it.
  13. Learn to play without MechJeb and without the debug console. It adds a lot of fun to the game. Also, do ALL navigation (except the landing and the final steps of docking) in orbital view to keep track of things, occasionally checking to see if you need to stage (on some spacecraft).
  14. If you're sending one-way probes (or stranding Kerbals), go to Eve. The dense atmosphere and low dV cost to get there makes it easy to get to and land on. If you want to return a Kerbal, go to Duna. Duna has an atmosphere suitable for aerobraking, but is thin enough not to be overly prohibitive. Duna also has lower gravity.
  15. You can make a rover with a pod for a Kerbal on it for transfer around KSC. You can also make it with a pod, then eject the pod with some small rockets and a decoupler (make sure it's facing the right way so that it goes off with the pod and leave the Kerbal behind. Currently, you can't make seats start with Kerbals. Alternatively, you can launch the craft, then save and edit the persistence file.
  16. If you can't get it in one orbit, do it in a few or make your apoapsis higher. Also, all navigation except nearby docking and landing should be done in map view so that you can see where you will be easily.
  17. Are you using an LV-N in the upper stage? Its fairings separate to the side and can collide, unlike the fairings of other engines. Make sure that they are not hitting anything. Also, check for parts from different stages clipping into each other. It would help if you showed a picture of the rocket to make it easier to find out the problem.
  18. I've heard that one of the moon's [easter eggs] is floating in a pit like Moho's polar [spoilers]
  19. First, punctuation, capitalization, and correct spelling would be appreciated, since your posts are difficult to read. To answer your question, docking ports can only dock with other docking ports of the same type. Also, if you update to 0.21.1 and turn on fine control mode with caps lock, RCS automatically balances when translating so it doesn't cause rotation.
  20. I couldn't decide, so I chose every option.
  21. I don't use MJ, since I find that it makes the game much less fun. I tried it back in 0.15, but it took too much away. I play mostly stock, with a few mods like Kethane and KAS for less serious missions.
  22. Actually, you should read the guidelines before posting. They are there for a reason.
  23. I learned to dock on my own during 0.16 or 0.17. I saved a Kerbal in Minmus orbit; later, I saved one in Kerbin orbit. Docking without maneuver nodes is easy with practice, but it takes a bit more time.
  24. If you make correction burns a while before the intercept, you lower the fuel cost quite a bit.
  25. I started in 0.8 or 0.9 and bought the full game less than a week after 0.14, so not very long.
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