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Everything posted by magnemoe
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LV-N atomic engine question
magnemoe replied to creator1629's topic in KSP1 Gameplay Questions and Tutorials
I always use Protractor as an guide, then to launch and estimated angle, then I make an node and burn after it. Trying to burn blind with low TWR is likely to be expensive to fix. The important thing with moho is to get the intercept at the pe of the solar orbit to reduce the speed as much as possible. Going to Eve its not so important as you will aerobrake, for Dres and Eeloo you move pretty slowly anyway but putting your orbit inside Moho's give you an serious speed. My first attempt came in in over 6000m/s, no chance of getting into orbit so I tried to land -
Had an Laythe encounter who was over 6000m/s, main issue with it was that mechjeb landing autopilot was unable to find an attitude who put me in orbit, either I would pass or land and I did not want to cut it to close, however I started to brake at once I was out of the atmosphere, a 500 m/s burn put me in orbit and the next aerobrake gave me an low orbit. An Jool aerobrake with laythe encounter whould be more expensive. Its best to slingshot around Jool so you catch up with laythe but this is not always posible.
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As they are more fun and versatile than probes. Mind you I use more probes than Kerbals. with the new KAS mod manned present become far more important as they can connect cables to anything even debris, this let you haul stuff away, or dock with things without docking ports.
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With planning I always test landers and rovers at spaceport. I also launch huge structures unmanned as they have far more problems during launch than manrated ssto. Use mechjeb to get delta-v for stages and landers. But I don't detail plan huge multi goal missions, my grand tour had plenty of improvisation, like checking out the hole at the north pole of Moho, even sent an Kerbal down to 10 meter over the surface of Jool and back with an special launcher / airship I sent while the grand tour was on way to Duna.
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Also [] is on US keyboards, other languages might use other setup, the button right of P is one of them.
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I often do the same, but dependent on fuel left, if its just an fraction I tend to drop during circulating. Another option is to give the stage an small probe core and four small solar panels and drop it with 50 dV left. this is enough to deorbit it with an high AP who is typical for transfer stages. If not transfer stages is usualy used for the deorbit burn.
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LV-N is an fission rocket, fusion should work but is pretty marginal for star travel while making travel inside the system very easy. One reason for an jump/ hyperdrive might be that they can increase performance by unloading the kerbal solar system with ships from memory and load the new system. On going back the fast forward, to current time, easy if they separate out the few crafts who might get into other SOI for analyze. An satelite in LKO would just require placement, something an orbit from LEO to outside Mun will have to be simulated for the duration.
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[0.21] Hooligan Labs - Airship, Submarines and More
magnemoe replied to Hooligan Labs's topic in KSP1 Mod Releases
Should work but was not reliable for me with my Jool decent missions so I put down ladders everywhere. http://imgur.com/qLGX4FW http://imgur.com/5T9heU6 http://imgur.com/NG7ZFzM It was an manned mission with the purpose of sampling jool surface. Jool exit make Eve exit look simple. You has to reach an orbital speed of 5800 at 200km, below you are still in the atmosphere. Only benefit is that the gravity is low so you can use nuclear. -
4 booster asparagus stage
magnemoe replied to ouion's topic in KSP1 Gameplay Questions and Tutorials
I do this to, benefit is that all the boosters are aligned perfectly and you only has to strut one booster. Downside is that you has to add fuel lines one and one and sort out decoplers and seperatrons manualy. -
How (When?) can I build these things?
magnemoe replied to i-make-robots's topic in KSP1 Gameplay Questions and Tutorials
As for base building, one way would be an option to recreate spaceport somewhere else, either on an base or in orbit. This should be possible, system need to keep track of part at base. One mod, orbital construction does part of this, it enables you to create an dock, you launch raw materials to it and can spawn the constructed ship at it, this will remove raw materials equal to the weight of the ship. Resources is coming, guess domes to. for the mega scal project no, engine will not suport it and the scale is much larger than practical in the game. -
Not so huge, i think. clue would be to use an combination of nuclear and standard engines. do deorbit and braking with nuclear, activate chemical for final decent. and turn off shortly after gravity turn.
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Centrifugal Stage Separation - anyone else do it?
magnemoe replied to The Ideal Gas Lawyer's topic in KSP1 Discussion
Has used rotation in deep space never during launch as it make the rocket to hard to control. -
An 6+1 aspargus with large gray tank+ orange tank and mainsails should not have much problem lifting this to orbit. You might want to use an nuclear upper stage who you can use from circulating to Mun deborbit burn, it has the benefit of also being easy to use on the Gilly launch.
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it makes launches easier, also it much easier to refuel in orbit than to build something stable. True, however you don't want to push more than an large gray tank with an LV-N that is no problem to lift with mainsail main stage with two boosters. If you want to move 100 ton you want at least 5. run in parallel with an mainsail it will increase isp with 25%, you activate it at 2000 meter, here the isp is better than chemical. Also for long cargo the rocket can easy become very unstable, this is the main reason I launched the base like this.
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Remember my first Minmus encounter, I had already put an probe in Mun orbit and tested how low I could get However Minmus has an smaller SOI so getting where was more of an problem. Probe core, medium 1.25 meter tank and LV-N, probably an RTG. I understood how to use the maneuverer nodes to increase and decrease speed, so I planned an burn, did not know how to plan sideway movement so I did small sideway burns on random to try to get as close as possible until I was on collision course, I had probably not figured this out as the orbit continued and was changed by Minmus so I believed I was safe. As Minmus became larger and larger I realized something was wrong, the orbit also passed inside the moon so I did not like the look of this. At this point my small random burn did not change stuff much so I gave up, Found I could just as well burn retrograde to get an better view of Minmus before crashing. I went lower and lower and was at the height of the surrounding mountains then I noticed I was going up not down. Switched to map view and found I was on an suborbital path so I was able to get into orbit. by trusting some more and then circulate.
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As you can only control one booster you lose the other, you also lose the upper stage if you control the booster, so this is just proof of concept and role playing. as the landing fuel is stored separately I don't have to think about it during normal launches Current falcon 9R will recover the first stage, long term plan is to recover the second also. For falcon heavy the boosters should be very attractive to recover as they are dropped earlier than the normal first stage, the first stage is released higher but have no idea how high. As SpaceX plan to launch from Texas they might be able to land in Florida One thing I learned was that return to pad cost a lot of dV, you have to cancel horizontal movement and give you enough speed to get back, yes if you wait with the burn until you get lower most of the horizontal speed has gone but you has twice as long to get back and air resistance, you only need around 200m/s to land
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Yes its an later generation orion pulse engine, using small fusion explosions. no the fusion does not go break even, however it greatly improve isp and trust, you need power to trigger them. My main concern is how reliable the engine is. This is also an major headake for traditional orion, however here its mostly mechanic stress.
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You could probably fit Jeb inside and he would enjoy the ride but not the landing. As for stealth, you could shoot it down with an good air defense system, however the speed helps as if you can not detect it from decent distance it will pass fast. Stealth is just to make you harder to see on radar. And yes hopeless to talk about passenger planes, first use is missiles, then this work you start to think of space launches. Then this is economical and safe you start to think of passenger planes.
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My tips for putting heavy motherships into orbit is let the ship work for you. add some extra engines on it, the rockomax 55 radial engine is nice for this. Put them on radial decoupler and decouple before circulating. This will get the ship pretty empty to orbit so you have to refuel it. Yes it uses novapunch but this could also be done with multiple mainsails. Even better is to let the nuclear engines help from 2000 meter and up. try to put the ship in the center of the asparagus. the two last boosters is then both helping you getting trust and fuel the nuclear engines. Launching an base to Gilly, nuclear engine is activated by hotkey.
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Yes, I put the shutdown and disconnect jet first stage on the brake key then imported it from subassembly. I honestly did not think the stock rovers has an parking brake. It look like it work different from the moded rovers. You can only activate it while standing still on stock.
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You Will Not Go To Space Today - Post your fails here!
magnemoe replied to Mastodon's topic in KSP1 Discussion
Where is this at the north pole? Can you prove that, sounds suspicious. -
LOL. I did not knew the stock rovers had parking brakes. anyway it worked well afterward. that is until I managed to crash during an speed test where I managed to land wrong after an jump.
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I made an new roverlander craft, an lander on wheels who also work as rover, after testing at spaceport, both driving and landing I sent it to Minmus. Here however it refuses to move, all wheels are intact, it has power, the steering work, rcs, lights and ladder work but not movement. Yes it has probe cores so it does not required crew. Has tried to restart game but it does not help. Screenshots and information. Any tips? Small probe rovers work.
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Very cool, now put some rocket engines on the pod, and you can probably take it to orbit, Anakin was unable to do that