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Kegereneku

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Everything posted by Kegereneku

  1. Practice. I should cause less stress if you avoid hovering continually and rather go for timed burn (no need for maneuver node). - Burn for a few second vertically - Lean 45° in the direction you want to go - Burn for a few second in this direction while checking on the map if you get close. - While the ship is sub-orbital, lean in advance in the opposite direction - Follow the retrograde Marker - Burn until Horizontal velocity is null (Marker always point upward or downward) - Land vertically Sub-orbital hop is also more efficient than continuous burn.
  2. I see that you are using Asparagus staging but I think you should divide your first stage to have one stage powered by skipper engine. It should reduce the dead-weight drag significantly as well as optimize reactive mass consumption during the circularization. That said, I personally used a 2x2x2x2 asparagus staging (without skipper engine) to put 115 tons ... into a 200 km orbit.
  3. I found out that while you can't delete the Mechjeb 1.0 part.... you can -thanks to 0.20- move/delete it by grabbing a part next to it with the grab-all button ( Shift+left mouse click "Select the entire ship" ). Agreed it's not perfect when the Mechjeb part is only fixed to something huge, like a command pod of Hitchhikers can. But at least you can change the root node. And most of the time it's fixed to something you can ditch and replace. Edit : And don't talk badly of Mechjeb v2.0.8 ! It's over 9000 better than the precedent.
  4. That's one of the craziest design I have seen. I can't really give you tips, because I don't understand why you would design the rocket like that, nothing make any sense. I don't think it can reach Kerbin Orbit It don't have enough DeltaV to reach the Mun anyway. In any case this is far from optimal (and staged like this the main thruster don't activate at launch)
  5. This old non-optimized rocket was capable of doing it, the CSM even have more fuel than needed. Of course it get more complicated if you get rid of Booster. You can reduce quite the CSM fuel mass, and making a two-stage LEM can also help. Lately I build an optimized version with less CSM fuel, two-stage LEM, Skipper engine on the Translunar stage (which have exactly 900 of Dv to match Apollo). Although, the truth is that you don't need much to reach the mun and come back
  6. I can give you this lander design, a very light one with a Dv of 2000m/s by itself. It use a probe, have 4 places and with parachute it can land on Kerbun. More if you attach outside seat. Attaching it to an orbital vehicle capable of refueling it shouldn't be difficult.
  7. That's an interesting question, I would like to know too because I though doing "control from here" before decoupling would work as it do with docking.
  8. The problem is that KSP only calculate physic for the focused ship, meaning that you can't have any sort of maneuver outside the 2.2km radius around your ship. As stated earlier the only solution seem to be to circularize FAST before the airplane hit back atmosphere, disappear as a debris or lose control. This is also what make impossible (for now), reusable rocket for which the first stage are expected to para-land automatically. A shame because I want to try the SpaceX crazy concept.
  9. Of course, many people have done it. From specialized ships sent one by one to mothership carrying the entire mission equipment in one go. I'm planning to send a few of these ship on Duna. But I keep pushing it back. (excluding the Quad-Nuclear-Tug, it was just here to refuel the ship) From left to right you have 4 ship : A nuclear-tug ; a probe-fuel-tank ; a nuclear-engine-tank ; Then a lander capable of landing then launching from Duna (in theory)
  10. Technically it will be stationary if you land on Ike, as they are tidally-locked. Hypothetically you should be able to enter Geosynchronous orbit at the same altitude than Ike, but the problem stated above stay (because there's no Lagrange point). You would need an insane precision to NOT enter the SoI of Ike after a long Timewarp. A precision I don't think KSP have.
  11. I guess I should post my rover. Here was the First Rover I made I quickly learned how hard it is to brake in low gravity (Hitting this angle was like hitting a wall) Here is more or less the Second Rover I made, learning curve is for other people. Then, I learned with my first braking why you should have a low center of gravity. And consequently made my Third Rover At the time I hadn't figured out yet how to make a curving ladder so my Kerbun can access the central module under heavy gravity. I also landed it on the mun, but forgot to take a screenshot. Learning about gravity and seeking redundancy, I made a new 6 wheeled mobile base. I landed it differently than the last one, and it took me quite a while to succeed. I crashed enough of them at the same place to create a sea of wreck and desolation. Picture of the crash here. And some here.
  12. I though the same at first, but someone who can't formulate a complete sentence to explain his problem cannot be thinking about a complicated concept like this. Seriously iandward, we all want to help you, some with finely-crafted step-by-step explanation, but you'll have to explain your situation. Else I can only give you tips : - Use high-thrust engines first - Use staging to get rid of mass as you discard empty fuel-tank. - Don't forget to turn along the ascent to gain horizontal speed - Last : don't be afraid of low-thrust engines once you approach the apogee (apoapsis) because they are more economic The idea or orbiting is to gain so much horizontal speed that even if you "fall" you"ll miss the ground continuously.
  13. What I can say is that you have too much fuel on the "Command Module" for a simple Mun-Apollo-style mission. You have around 2 times more than what you need to go to the Mun, even if you pushed a 18 tons lander. In theory the lander can be as small as this : (its around 9-10 tons) Look for around 40 Tons of Playload to Earth Orbit. Notice that the CSM don't have extra fuel. (chemical thruster everywhere) My first totally non-optimized mun-mission was like this : On the other hand when I min-max, and with a more economic Skipper-engine this design could reach the Mun, land, then get back to Earth with aerobraking. I used some of the lightest parts available, a proper lander can is two times heavier.
  14. Hello, I'm posting a quick-fix for people who may have the same probem than me. I managed to make MJ-1 work in 0.20 but once I placed a part I couldn't grab any of them again once positioned, keeping me from replacing them by "safe part". The solution to replace them by "clean Stock part" : grey-out everything else, attach a part to the impossible to grab mumech part, use Alt + Maj to select the whole part assembly, then get rid of it and replace it by whatever you want. Hope it helped some people.
  15. Mechjeb 2 is up to date. But it doesn't seem contain the parts from 1.9.8 and this one doesn't work in 0.20 (yet ?) I hope they'll stay compatible because I only have 13 flights on 47 that can work with only Mech-Jeb 2. (And I was waiting the new 0.2 before launching an ambitious Duna mission.
  16. I doubt anybody will care since 0.20 was just realized, but I managed to land my big rover. I finally chose the Rover above the landing stage, a-la Lunokhod. option, although it's technically part of the rover as it is know. And thanks to the Poddle engine I ended up with a surprisingly large amount of DeltaV. The only problem is that I've obviously got stuck in it when I decoupled. After a while it finally broke without damaging my rover So now I can drive around in a NEW seat-less 0.19.1 rover
  17. The suicide burn is more for the very finale deceleration, when you try to kill velocity as close as possible from the ground (because any second spent hovering is wasted fuel)
  18. 344. It would be great if there was a special game-mode where there's aether in space and you have an aether-engine which work on electrical energy.
  19. I just Updated my earlier post with more flags Also got a great idea, but somebody should make something better :
  20. 336. You should make Robotic arms and legs, and make it so you don't have to right-click or push a tons of button to walk and run, kind of like an FPS, it would be even better if you made it so robotic arms in chase-view point in the direction of the cursor. Oh and you would be able to mount tools on the forearms, Or shield to protect from incoming debris.
  21. Hello everybody. I though Landing a rover wasn't a problem... Until I found myself into a dead-end after trying to bring another one of my Super-Rover on the Mun. Here is what I already brought on the Mun. /!\ Notes : The Front and Rear small-tank are emptied manually way before landing, so no shift of mass here. I even had a another version Problem is that I (and Mechjeb) haven't been able to land THIS variations. It all come down to a problem of center of gravity and thrust. And I've got quite a gallery of crash now. I'm currently trying a Skycrane approach but I don't know if Mechjeb or I will be able to control it once on the Mun Any ideas to stabilize the damn things in real-time ? (If the Skycrane fail, I may try the HUGE PLATE-FORM LANDER idea)
  22. Sorry if I was being a little too engineers, I suppose it's what happen after years of Orbiter and KSP. Looking at your first design, your lander should be perfectly able to do the jobs. You just have to put it into orbit without using too much of its Dv. (and put some light, long range pointing at the ground !) It will not be really efficient. But can be a good things. Your design should be pretty forgiving. For the "go around part", I'm not sure you will be able to do many sub-orbital "jump" after landing (it's more efficient than hovering or getting back into orbit). But this is nothing you can't try with a quicksave ready. Keep at least 600 m/s to get into orbit then back to Earth with Aerobrake. The relation between Thrust/Weight Ratio (TWR) and the deltaV can be simplified like this : - More engine = Better Acceleration - More engine = Less DeltaV You could have more DeltaV using less engine (like one Poddle in the center) but then it may be harder to shed velocity before landing.
  23. I was going to say "take some distance before coming back" but you already did that. So it's strange. You did go 100m away from the Docking ring itself right ? not "100m" of the center of the station but only 1m away from the dock ? I don't have a better idea than try going back to the Space Center and back to the ship.
  24. Yes, some are from it. Still trying to find good symbol from Tribes 1 and 2. No I'm absolutely NOT planning to build a Tribes' base on the moon with their flag. No.
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