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PirateAE

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Everything posted by PirateAE

  1. Ill add those to my testing, Do you want total dv expended till i reach the closest neibours orbit hight?
  2. The Op as i understood it was just asing about excaping kerbin SOi, not headed to anywhere specfic im just testing kerbin excape, not heading somwhere (which this probe could handley do its got about 8 K Dv) Edit updated my results post above
  3. Well heres my plimary testing after 2 tests of a .4 T payload to kerbin excape. Testing was as follows, All probes are one solid burn, no pausing (save 2-4 secs switching for jeb help on auto accent). Gravity turn tests are layed out as follows and are auto flown to the target alt by mcjeb, XX / XY / YY / ZZ%. XX = Start turn hight XY = End turn hight YY = Target Alt ZZ% = Turn Shape (less is more horozontal) Stright Up, No gravity turn. Both these are right on the edge, not being active they wont excape according to tracking center, Base Line test Result 1 5931 Dv Result 2 5933 Dv Gravity turn test, 10Km/80Km/100Km/40% Base Line test Result 1 5583 Result 2 ~5600 (lost focus for a sec) Gravity turn test, 500Meters/80Km/100Km/40% Expected more dv required Result 1 5760 Result 2 5775 Gravity turn test, 20Km/80Km/100/Km/40% (testing) Maybe Less Dv (Atually cost more Dv) Result 1 5775 Result 2 5760 Will add more as i get them but overall its a defferance but not a large number.
  4. Doing some testing so far, there is so far a differance in Total Dv for just excape between stright up and out and doing a gravity turn but not nearly as much as i was expecting. least in one solid burn. Will edit if no one else posted before i complete some more testing.
  5. /me gets think of doing some testing on this *evil grin* ill edit in a bit with results once completed. well might take a while, just relized the ksp .19 i had with all my mods was borked and i hadnt gotten around to fixing it.
  6. is it blowing up form not staying stable, add a few delta winglets to the "lifter stages" and is thats not enough Dv, go outwords on teh redial seperators, also move your fuel linbes done to teh bottom and make sure they are A all there, and B in teh right drection, if the fuel burns not all "even" it will become unstable as you go up, if its blowing up on teh launch pad, add the launch stablizers, and set them to detach as you fire your engines. second you Can use the nukes to "help carry" the whole rockent up of you use the set up form teh last pic you posted, just fuel line into it, untill all your outter stages are gone it wont touch the inner fuel tanks
  7. what about for wimewarp, "temp phasing" that persons ship, so just they are time warped across but not everyone else? then when they de timewarp they rescyc at their new location? kinda like wow does in some zones now.
  8. can moded ions be used? if so i might have a go
  9. for gravity turns im no expert (maybe a month of game time) but its all how high up your looking to insert your self into orbit, for exmple (using mejeb AP) i use 15 KM up for a 100 KM orbit and shallow turn (45 ish) where as for say 200 KM ill wait to about 50 before starting as the higher up the less you lose to steering (minor) and the like. at the very least wait till your out of the thick air. hope this helps. EDIT: Also once your Ap is at your target altitude stop your engines (if your still in the atmosphere make minor burns to counter the air drag) then start your orbit burn one within a few thousand of your Ap
  10. try to get the pod splitters to go above the innner set might work that way, if not then i think your sol on all going as one, in that case just set the outer ring and inner ring to fire seperatly
  11. You need to adjust your staging, if you want each parachute and pod to separated separately, you need to set it up staging wise, to select a single part in a cluster, click the "stack" until it expands, then the one your setting up. and drag it to a new stage
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