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Boffinbox

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  1. you need to have a "home" craft with empty seat, and a detatchable rcs probe with ladders attatched all over it. fly near the stranded kerbal with the probe and then switch over and grab the ladder. fly the probe back to the home craft, and you know what to do.
  2. using that 100,000 thrust, turn it around. aim at kerbol. sundive. burn at apoapsis. make it FASTER.
  3. eh, i forgot the landing legs on my first eve lander. had the right amount of parachutes and everything, but the vehicle just would not stand up on the engines.
  4. i always thought this was bad but i think OP is the winner!
  5. 950m to reach the edge of kerbin's SoI and just break free 965m to get from that kerbin orbit height to jool orbit height as for getting back that all depends on where you're coming from. it wont necessarily be 2630 to speed up and get onto kerbol orbit because you might be leaving from, say, laythe. once reaching kerbol orbit again, it's 965 to get back. you can aim that 965 to put you onto a collision course for kerbin (and you'll lose your velocity to the atmosphere so that's fine)
  6. just do your nuke and two orange radial engines, bringing your thrust up to 100kN
  7. patience! that was only ten minutes g on duna: 2.94ms^-2 F=ma 21 ton = 21000 kg 21000x2.94=61740N Nuclear engine thrust: 60000 max you're just short.
  8. the game isn't getting easier. you're getting better. launching a megaton isn't an easy feat regardless of the improved SAS.
  9. SLOW DOWN is the essence of it. newton himself says that an object remains in motion until you apply a force to it. what i guess you're doing is holding down W for too long. set your target, and look at the distance to it. note that distance. hold W until you're nearly halfway, and then hold S. you'll find yourself stopped, very close to where you want to be.
  10. i went into the part config file and changed the RGB values. at one end it's yellow and the other end is purple. you can also change the thickness as well. i did it to distinguish between struts that are automatic and ones you can place using the strut cores, and makes things look nice as a result
  11. mechjeb is for the weak can provide more if anyone requests
  12. basically yeah you play the game to experience the moral dilemmas you have as a border guard in communism if you play the game for getting in-game money, you're playing it wrong
  13. i have your answer put landing legs on it in minmus' gravity, large rovers don't "land" properly. they register as still in orbit when you switch to another vehicle, physics is turned off and the rover goes on rails, on it's orbit that orbit of course, is inside the ground when you switch to it again, the game tries to load your rover from inside minmus source: experience and before i had put landing legs on... edit: put landing legs on, at a point where the legs extend further down than the wheels. with them in firm contact with minmus the game will register the vehicle as landed.
  14. that specific nuclear stage and probe combo has 2,215m/s of delta-v to spend. assuming this stage is in a 100x100km orbit, you will certainly get to jool, and then you could pick whether you wanna put the probe around jool or laythe, provided you use aerocaptures correctly. 950m/s to escape kerbin 965m/s to transfer to jool ^^^^ both of those are done during the same burn this leaves you a 300m/s cushion in case you miss your burn slightly, or knock your rocket off balance, w/e.
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