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Crash

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Everything posted by Crash

  1. I'm having the same problem. Mining on minmus, I can get the drills to work; although quite slowly. The ISRU however shows 100% overheat and will not start. My rig has 6 large solar panels. The entire machine is stock.
  2. Iv experimented using both Erkle and ORDA docking mods and have found Erkle to be unreliable during warping, so I would caution against its use. Orda warps fine, but its G threshold is barley 1 G. So building the ship seems quite doable with ORDA but only if you want your burns to be long gentle affairs
  3. Does anyone know of a way to calculate the Delta V needed to reach a set orbit above a planet. I ask because I'd like to know for designing landers with just enough fuel for a landing and ascent. I've searched and searched but all the available equations aren't related to this problem. Thanks guys
  4. I'm downloading this right now, but just so you know, its spelled Praetorian
  5. It uses a MKI cockpit, so its as small as I could make it. I wanted to see if I could make a Spaceplane that was realistic in one major regard. It\'s marginal at best. At a 70K orbit there was only 25kg of fuel left onboard hehe
  6. Hi all. This my first shared spacecraft so be gentle As the title says its a Single Stage to Orbit Space Plane using stock 0.15 parts. Take off is made running on the two Turbo Jet Engines. Climb out to 14.8K - 15k altitude and a velocity of 400 m/s +/- 50m/s before igniting the Aerospike. Pitch up to 85 degrees and running on both engine types until the Turbo Jets reach 0% efficiency and shut them down. Continue the burn until AP hits 70K and coast to it. Circularize the orbit. If all has gone to plan you should have just enough left to deorbit. http://www./i/?ac9e5aeev02t8jb http://www./i/?d28qw6wt5qp2i6a Anyways, let me know what you think EDIT: Tweaked for better all round handling and orbital maneuvering.
  7. All my landing training on Kerbin paid off. Successful landing on first attempt with my Amz-1B Lander. Too bad my chute was ripped off during an earlier staging malfunction..... Rest in peace boys What do you all think of naming the landing sites, I\'m going to name mine the Euripides Crater The Euripides Rocket Entering Orbit of the Mun Initiating Descent Sun Rise on the Mun The Euripides Crater
  8. Just a short video of a test flight
  9. Its not as bad as you think Lightning. According to sources only 1 body will effect a gravitational pull on your ship at one time. So you don\'t have to worry about the Kearth affecting your orbit around the Mun. You\'ll either be in orbit around the Kearth, the Mun or neither.
  10. Have been doing so landing tests with my Amz I Lander. The profile I\'m going for is to use whats left of the TMI Stage engine and tanks to begin the deorbit and decent. I\'ll keep firing the engine, using it to deccelerate until its empty. Once its out, or my altitude reaches 1000 meters I dump it, using 2 retro motors to propel it down and away from the lander. Then I kick in the landers engine and float down nice and slow. For the lander itself I decided not to use an ASAS simply because the terrain we\'ll be landing on wont be all flat like the KSC that many of us use for landing practice. Its going to be bumpy and full of craters. I figure if we use an ASAS, anytime we want to adjust our heading it will have to be turned off. Problem with that is that we will either have no real attitude control or, with if off we will have way too much and it will be difficult to manage fine control which will be vital for ironing out any lateral drift on the last few feet. Iv gone with 2 LM-01 SAS modules by Silisko to give me a little damping. For the training I\'m using a stack of 4 SRBs to boost it up to 3.5k with as much horizontal velocity as possible and aiming for the terrain outside of the KSC. I figure the terrain out there is more like the area I\'ll be landing on in a few weeks I\'m also using the boosters to simulate the altitude and horizontal velocity I\'ll have to deal with on the day.
  11. Ok so this is my Munar Mission Vehicle. Im reasonably sure that it will make it. If I not Ill send some more Kerbanauts off to their death....errrrr...... I mean glory. Iv also been thinking of ways to RV with the Mun and Iv come up with something I think might work; I wont bore people with the calculations.... Basically we know the Muns orbital period and its orbital radius. From that we know its speed. My rocket takes 10 hrs give or take a few minutes to reach the 13000 Km mark. We can therefore work out how far the Mun will travel in that time. It turns out its about 20% of its total orbit. The main problem with RV\'ing with the Mun is that we don\'t know its position relative to our ship. Not with any great accuracy at least. But there are two instances during any given orbit (of our ship that is) that we can get a very accurate measurement. Those are the instant that the Mun begins to Rise and Set. If we can be sure that we have launched our ship and are orbiting Kerbal on the same orbital plane as the Mun we can use the Mun rise or set to plan our RV. Using my own ship; Launch and achieve as near a perfect circular orbit as possible then calculate the orbital period. We know that it takes my ship 10 hrs to reach the Muns orbit. Again that equals about 20% of the Muns total orbital period. Once Mun set occurs, subtract 20% of your own ships orbital period. You get a figure along the lines of 20-24 minutes or so. That is the countdown timer to the TMI Burn. I believe that subtracting or adding the % of the Muns orbital period from your own ships orbital period at Mun Set/ or Rise depending on your orbital direction, i.e West-East or East-West, should put your ship at a perikee that is directly opposite the Mun future position. Once you hit Zero, fire up the TMI engine and keep going until you have an Apokee of 13,000 Km. If I\'m right this should allow you to arrive at 13,000 Km at the same time the Mun is entering into the area. My ships velocity at this point is around 160 m/s. Munar orbital speed at 10 Km is something like 335m/s which means that even if you have to do a retrograde burn your still only talking about 495 m/s of Delta V which isn\'t so bad. If anyone can see a flaw in this let me know. I\'ve kinda set myself the challenge of making a successful landing on my first try after about 10 recce missions that is
  12. You might try decoupling in a high eccentricity orbit with a very high Apoapsis. As Zeroignite said, 'The navball is oriented relative to the zenith, while the ship\'s orientation is constant in inertial space (assuming locked SAS). As you orbit the planet the orientation of the two change relative to each other.' If you try your decouple and manoeuvres while on the out bound or inbound leg of a high eccentricity orbit with high apoapsis you\'ll find that the relative movement of the stages (spin wise) is minimal as you\'ll be heading in an almost straight line. Ergo the ships orientation and navball orientation remain constant relative to one another. I had the same problem and found that this allowed the types of docking your trying for.
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