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Smoke

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Everything posted by Smoke

  1. Do you include the 4500m/s for launching to LKO? A 2nd time for landing? That would be 9000m/s for launching to LKO and getting back to the ground.
  2. After I installed Engineer with an already running space program, I had to purchase the engineer parts. Just click on the grey part in R&D and then you can get then for zero science.
  3. Thanks for this mod, it makes planning maneuvers much nicer than using this dragging thing that disappers all the time! Some suggestions from me: As Creat pointed out, changes in the time axis often need a different magnitude. An option to display a separate "Increment" bar for time would be great. It's probably not needed all the time, so having only one "Increment" by default and enabling the 2nd one in the options would be great. Turning on and off some of the others items via the options could be helpful. E.g., i never really change my conics mode and often don't care about the value of the ejection angle. If i could turn those off, i would save some precious screen space. And just as a thought: A natural time change when planning transfers is "one orbit", or changing the time until you get the same ejection angle (but different phase angle). Not sure if this can be implemented, but it might be really helpful.
  4. Grats Xeldrak and thanks for hosting this challenge. Looking forward to the next BSC!
  5. Large Planet Explorer Specifications 12 Kerbals 60 Tons 77 Parts 6 km/s delta V Land on and start from all planets except Kerbin, Eve, Tylo and Laythe Two free docking ports for additional payload Design The Large Planet Explorer (LPE) uses radial mounting for the payload and engines. This ensures the LPE can land safely since it's center of gravity is low compared to the width of the landing base. The two free docking ports can be used for, e.g., a rover and a science package. The construction techniques are simple to emulate: everything attaches without struggling in the editor. The LPE can be lifted to LKO with a modest launcher (under 200 parts including the LPE) and can perform a Duna landing and return mission from there. Hotkeys 1 Toggle Ladders 2 Deploy Parachutes Images Downloads Large Planet Explorer craft file: http://www./?c6oii5tf4f340to LPE mounted on a Lifter rocket: http://www./?7tu9f3323cil1s7
  6. The Oberth effect is only relevant if you're not refueling before the actual injection burn. A ship full of fuel in a higher / faster orbit will need less dV to get on an interplanetary trajectory.
  7. Please specify what an "orbiter" is. It's not too hard to have dozends of stack separators orbiting Jool. Same thing for "lander".
  8. Here's an album of my model rocket. It's a bit wider than tall, but definitely not taller than a Rockomax decoupler. As you can see it flew to a 100 km orbit, did orbital maneuvers and landed safely. Sorry, but forgot taking an end of flight screen . The aerobrake was 45g though. It took it pretty well for a model rocket.
  9. You can also use the Cubic Octagonal Strut to mount them radial. As extra bonus you can use this to strut the parachute to your craft.
  10. No wings required on the plane and landing with parachutes is ok? Here are screens of my test flights (using mods): I used the "Editor Extensions" mod to launch a craft with rocket symmetry from the runway, so it's not by the rules. I took 1:20 to go to 10km and return Huski Kerman alive and 3:52 to go to the grass strip and crash land Husdki on the runway. Anyway: The times Apache600 posted are really challenging using "normal" planes with normal landings (on wheels without half the craft exploding). I'd be quite surprised if we see any better entry with a "serious" plane. And a free tip for all who want try this: going to the grass strip quickly is the real challenge, so don't start your attempt spending a lot of time optimizing only for the 10km part.
  11. The (theoretical) optimum would be similar to a Hohman transfer from your parking orbit to an orbit just above the surface: At the apoapsis of your parking orbit you burn retrograde till your periapsis almost touches the ground. At periapsis you then burn retrograde again (parallel to the ground) until l you lost your orbital speed. Since you're burning at the lowest possible altitude you get the best use of the Oberth effect. How low you can put your periapse (i.e. at what height you start the break) will mainly depend on your TWR. Just autosave and try some values. For your average mun lander 500m should be a good guess. This also much easier than the "vertical drop" method, since errors tend to make you over- or undershoot your target position. Using a vertical drop you're more likely to be hovering in the air wasting fuel or vertically overshoot the lithosphere.
  12. Hi, I have a small feature request for the maneuver node editor: Add a "Substract" buttons next to "Add" button. That would make moving the values back and forth much easier, since you don't have to add and remove the minus-sign in the text box all the time. Instead you could adjust all values with your mouse only. I mostly wish for that feature when i plan a correction burn to get the right periaps at my target planet.
  13. Doing all those things at the same time is actually hard... So i\'m just launching some satellites. (using Novaunch Repack. craft file is attached) Just after takeof Pushing hard to to get into orbit Time for TMI On the way... .. for a crash landing Got into an orbit and had some fuel left. Better bring more stuff next time. Deploying satellites: 6... 12... some more... more... the kluster is deployed! Got back with enough fuel for a point landing. Aiming really hard. Close enough! Imgur album: http://imgur.com/a/VDNee#12
  14. Here\'s my entry using only the novapunch remix pack: After start: Aproching the mun: Some explosions during the landing... But only some landings legs were lost Going back And made it back alive
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