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Black_Tomcat

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Everything posted by Black_Tomcat

  1. g in the dV formula is always 9,81m/s^2 It's not dependant on the gravity well you are in, otherwise you'd have to factor in different g's for different altitudes as well.
  2. To reverse your orbit you can either raise your apoapsis and then reverse it up there or, what I would do, aerobrake at Laythe.
  3. Those big engines must seriously hurt your delta V. Using one of these would increase it already by reducing your mass, and relying solely on nukes would make it skyrocket. Obviously using nukes only would make burn times incredibly long, but using just one big engine would still be an improvement without making it obscenely low thrust.
  4. The delta-V needed only depends on the trajectory, not on the size of the asteroid. However, the asteroid will decrease your ships dV when you grab it, and if you don't want to send a probe first to weigh the asteroid you'd have to guesstimate the fuel needed. By catching it early and aerobraking you might be able to cut it down by quite a bit.
  5. If you are willing to use mods you Gould try a constant counter weight in an extendable arm (from infernal robotics or sth like that). This could change the centre of mass quite quickly and easily, if it works as I imagine it. Using a RCS tug with a claw to dock along the rotating bekam would change CoM as well, and should work in stock.
  6. I would say either the Falcon 9 Heavy (if it works) vor that one OTRAG concept (the one with the really many mass production parts).
  7. Really good looking rockers you got there, I just wish the game was more optimized so I could use those some Mord. Small question though: So is mT supposed to be the payload mass in milli tons? Because in that case you might have forgotten a 0 on most oft them, except if that last launcher really only lifts 10 tons. Might be a misunderstanding from my side as well.
  8. Isn't the third stage supposed to have the same engine as used in the second one? So you would use 5 skippers in the second, third 1 skipper?
  9. Objection: You can turn in 5 degree steps using Shift + WASDQE. However, I do agree that it still is annoying to have this one part that doesn't fit in.
  10. My Real Rockets Division is using Real Solar System, Deadly Reentry, FAR, Modular Fuels, Better Parachutes, Kerbal Joint Reinforcement, and all the part mods required for bigger rockets.
  11. I just love the Skipper, its model is way better than the Mainsail or other engines.
  12. I'm quite sure it does with the normal procedural fairings, not that sure about the interstage adapters. FAR just scans the name of the part for anything like fairing, nose cone or similar to determine what it should do with it.
  13. If you aren't decoupling the engines it makes sense that they won't get you further
  14. One think that wasn't mentioned yet is that your Center of Lift/Pressure should be below your Center of Mass, like when you are building planes.
  15. The launcher I'm the proudest of: The Experimental III DR MkIII (couldn't be bothered to find a better name): Pre-launch pic, I really like the looks of the nose cone/fairing combination <3 The nosecone also has the launch escape system in it. Separation of stage 1: And finally the orbital module: It takes two kerbals to orbit and back, I took some inspiration from the Dragon space craft. There is one drogue chute hidden in the top but landing is supposed to be done using the engines. It is quite useless though because I can't manage to put up a station...
  16. I just have one small problem about your hypothesis: Lift is relying on speed. So the formula to calculate it has to have V somewhere in there.
  17. The problem seems to me that your craft is too heavy for the jets. Try to either make your craft lighter or put more jets on there. You could also fire the main engines alongside the jets and then test out if it gives you a boost or not.
  18. Bought the game for one friend and gifted it to another already...
  19. It differs quite greatly from the real thing, it really is just a placeholder right now. It is calculated using the drag coefficient and the weight of the part (yep, the weight). Here in the wiki is the whole formula: http://wiki.kerbalspaceprogram.com/wiki/Atmosphere
  20. You can push [ or ] to switch to another craft within 2,5km.
  21. The only computer processing power that is needed in addition to make a bigger solar system is for the graphics card to load bigger textures. If you look at the Kerbin-Earth rescale you will see that Kerbin's resolution is quite a bit lower because of that.
  22. I know that you get the science points for the stuff you already transmitted (you get science each time the transmission stops). I think no science points are lost by that because the not transmitted stuff isn't taken from the science pool, but not sure about that.
  23. If you feel lonely you could also try starting/watching livestreams on twitch. Lots of nice, helpful people there, in chat as well as on stream.
  24. If you want to transfer fuel between tanks on the same vessel (or between 2 docked ones) you simply Alt + rightclick both and click in on the one you want fuel in (or out on the other)
  25. One reason why it starts to roll might be the fuel lines. For every force there is an equal opposite force, and the fuel moving is a force. I would try fixing it using winglets on the core stage, they should provide quite a bit of roll authority while your boosters are still attached.
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