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Everything posted by kahlzun
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"MET182y" That was some long housework! Out of curiousity, what was the MET when you hit Eve? Also, infinite fuel removes the fuel check, you didnt need the oscar-B
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Some high-TWR parts, with their weaknesses listed: [table=width: 500] [tr] [td]Name[/td] [td]Mass[/td] [td]Thrust[/td] [td]TWR[/td] [/tr] [tr] [td]Sepratron[/td] [td]0.0125*[/td] [td]18[/td] [td]146.8[/td] [/tr] [tr] [td]LES SRB[/td] [td]1.0*[/td] [td]750[/td] [td]76.45[/td] [/tr] [tr] [td]RT-10 SRB[/td] [td]0.5*[/td] [td]250[/td] [td]51[/td] [/tr] [tr] [td]KR-2L[/td] [td]6.5[/td] [td]2500[/td] [td]39.2[/td] [/tr] [tr] [td]KS-25x4[/td] [td]9.75[/td] [td]3600[/td] [td]33.5[/td] [/tr] [tr] [td]48-7S[/td] [td]0.2[/td] [td]30[/td] [td]30.6[/td] [/tr] [/table] *= SRB weight given in 'depleted' state. Weakness of SRBs: No thrust gimballing. No throttle. Have to activate/deactivate 'infinite fuel' to control. Weakness of LES: Non-straight thrust may cause difficulties under high timewarp. Weakness of KR-2L & KS-25x4: Heavy engines cause difficulties turning, difficult to return Kerbal to pod. Weakness of 48-7S: Low thrust requires engine cluster to approach theoretical TWR. Sound is annoying.
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Uploaded example video (Youtube is still chewing on it, give it a few minutes) This shows my (failed) attempt, and gives some useful tips.
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If you had the patience to do it 'properly', with a high-TWR engine and ludicrious speed , then a brachistochrone would probably be the fastest way, sooner or later even Eve's legendary atmosphere would lose the ability to slow you down enough. Its braking ability is quite shocking though, I went from ~265km/s to 1km/s in the space of about 4 seconds. Poor Jeb must have felt like he hit a wall! It wasn't quite 0 phase angle, probably closer to 5 or 10 degrees, but like i said before, starting a new save file puts them pretty close together, with Eve practically on the DN of the orbits. That being said, 0 phase angle would probably be the shortest distance, with the added complication that you will have to complete the landing on Eve at night. Note that when i said a 15 minute burn, i did include the contraction from 4x, it was closer to an hour to Jeb. You have to remember that you need to plant 2 flags for the challenge: one on Eve and one on Kerbin. You don't replenish the flags on the EAS1 chair, so you'd either need to bring 2 kerbals or a pod. Please tell me if the bounced debris actually hits Kerbin, that would be hilarious!
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It actually wasn't too bad. With a low TWR of 7, after about 10-15 minutes of burning, i had an eve collision in ~5h30m. I was travelling around 262km/s at the time. Considering parts in KSP can get up to ~200TWR, I'd expect times in the realm of 10-15 minutes for an Eve landing are possible, especially if you don't bother to retroburn (eve's atmo is thick enough to bleed off speed ridiculously fast.) Starting a new save puts Eve and Kerbin near each other (~4.8Gm) so it is helpful.
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In the spirit of the Munar express challenge, as done by the famous Scott Manley , i thought it was time to expand the scope.Namely, to look beyond cislunar space to the planets beyond! A true Brachistochrone flight! To Eve! Effectively, the challenge is thus: In the shortest time possible, travel to the body in question, land safely, plant a flag, and return to Kerbin, again landing safely and planting a second flag. The trick is that "infinite fuel" cheat (alt+f12) is active, meaning the ship can have extreme accelerations. The idea is to accelerate to about halfway between the two bodies, turn around and decelerate to allow safe landing. Note that as flags need planting, kerbal/s must be carried on the flight. Scoring is entirely based around the time taken for the round trip. Screenshots and/or video is required showing the flag being planted on both Kerbin and Eve, as well as the MET of the recovered ship (F3 screen) Eve has been chosen because of its proximity, as well as its thick atmosphere which helps slow down the craft (aerobraking). My attempt will be uploaded shortly. RULES: Victory conditions as outlined above. Fastest time to complete all criteria in one 'go' wins. Stock parts only (with one exception) No hyperedit/similar 'cheaty' mods. MECHJEB is allowed and is, in fact highly recommended. The 'Landing Guidance' system can tell you if you will land on ground or water, and keeping in mind you can't plant a flag on water, would be highly useful. Also the TGT+ allows you to accurately target the destination. EDIT1: This is taking longer than I expected. I guess this will add another element to the challenge: how long you can be patient enough to continue the burn for.. EDIT2: Well, I crashed on return to Kerbin because I tried to land at the KSC and didn't retroburn. The theory is shown to be sound, however. Video pending. EDIT3: Apparantly I'm unable to record commentary at the momeny, so my example is delayed.. EDIT4: Uploaded the example video sans intended commentary. Behold!
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Supposedly the Runway is the goal...
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Also: Does anyone know how to change the thread title to include a version number?
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Updated to show compatability with 0.24
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In relation to everyone else: I'm playing the 64 version without any problems.
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The mod isn't working like i'd expect: I have 3 Mk16 chutes on 4 depleted RT10 'garbagecan' boosters. Total weight of: (0.5*4)=2T Drag of: 1500 (deployed) ratio 600<, comes up 'red: nothing survived'. Chutes deployed in detached stage, and were witnessed in their 'deployed but closed' state before going out of sight. Also the message is coming up twice for each dropped part.
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Hi gang! I know this is passe, trite, and done-to-death, but I have done a Apollo 11 style mission, with proper CSM and LEM. Mechjeb was included if needed, however was only used for initial ascent. Mission went without a hitch, did a no-instrument suicide burn and vert speed zeroed 21m off surface: cut it a little close! Forgot to put solar panels on the LEM, so it was a brief stop (batteries running flat) before a successful rendezvous and return to KSC. Craft was stock (apart from Mechjeb) and was built without noclip. To anyone wondering what happened with the separator in the 'stage 3 separates' pic, it was weird: undocking seemed to annul the velocity of the separator which whizzed off, shortly followed by the tank. I switched to it, and found it was 0.0ms relative to the Mun. Weird.
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Apollo 11 recreation
kahlzun replied to DeepOdyssey's topic in KSP1 Gameplay Questions and Tutorials
You wouldn't be able to, i don't think the LAM undock/dock would work properly without click control. Plus, i don't think you'd be able to EVA. -
Depends what you qualify as space station, really.. According to SpaceX, the Falcon Heavy offers "A spaceflight of up to 6.4 tons costing $83 million.", presumably you could share the launch with others, possibly the interior of the spacestation could be filled with Cubesats or something, and 'hand delivered' in orbit. I have heard of some lotteries in the US or somewhere which had a higher jackpot than that price, also..
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Seriously, look at it... I would so have that as the centrepiece of my desk... http://cgi.ebay.com/ws/eBayISAPI.dll?ViewItem&item=321243607924&fromMakeTrack=true&ssPageName=VIP:watchlink:top:en Anyone have any of their "if i won the lottery" wish items to share?
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setting up a plane change midway to Mun
kahlzun replied to Drew Kerman's topic in KSP1 Gameplay Questions and Tutorials
Make sure your CONICS is set to 0 in the cfg, and it will show your orbit around the actual body, not at the position you intercept. -
....you must be new here
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Hi gang! I was having a discussion with someone about Kessler syndrome, where someone was asking me about realistic impact velocities for the pieces. I know that for objects already in orbit, you're not likely to get more than a few dozen ms, but what sort of impact velocity would debris impacting a suborbital flight have? For the sake of argument, i'm talking about a standard satellite launch, apoapsis at, say, 450km (ISS altitude) just before they start circularising, right when they are at apoapsis. I realised the difference in velocity would be roughly the same as the final circularisation burn, but i'm having a lot of trouble finding data on final burns. tl;dr: What is the difference in velocity re: suborbital vs orbital at 450km
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New download link added for Kerbal Stuff.
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Kerbal Stuff, an open-source Space Port replacement
kahlzun replied to SirCmpwn's topic in KSP1 Mods Discussions
Got a bit of an error here, yeah.. "Create Account" leads to a " Internal Server Error The server encountered an internal error and was unable to complete your request. Either the server is overloaded or there is an error in the application." page. You might want to look into that.. -
Some info on Kerbals needed
kahlzun replied to THobson's topic in KSP1 Gameplay Questions and Tutorials
I think you're pretty safe as long as you don't impact faster than about 20ms, but as has been mentioned, if needed you can orbital hot-drop kerbals onto their head and 2 out of 5 times they'll live[citation needed] -
Saturn is also far less dense than Jupiter, getting in-and-out of the gravity field would be easier. Also, you could mine the rings for propellant (ice or methane) in a NERVA engine.
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How big are Transfer windows
kahlzun replied to DrewBox's topic in KSP1 Gameplay Questions and Tutorials
That can be efficient, yes, but can take a long time to set up. -
How big are Transfer windows
kahlzun replied to DrewBox's topic in KSP1 Gameplay Questions and Tutorials
Because Moho is so close to the sun, you enter it's SOI -screamingly fast-. It actually needs the most dV to get to, out of all the bodies, the usual figure quoted is about 7000 to ensure ejection, plane change, and capture, let alone landing. Duna or Eve are probably the simplest: all an Eve lander needs is a parachute, and it's landed. If you plan to come back, then Duna is your friend. This site can show you the 'width' of the transfer windows; It's horizontal axis. -
How big are Transfer windows
kahlzun replied to DrewBox's topic in KSP1 Gameplay Questions and Tutorials
Frankly, it depends a lot on the planets you're travelling between. Moho has a pretty short one because it moves so fast, Eeloo has a long one because it moves slow (You have to look out for getting cockblocked by Jool though). I think the Moho one is about 30 minutes, and the Eeloo one is about 4 days.