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blizzy78

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Everything posted by blizzy78

  1. Exactly what MrKicker says. In my "Launch, rendezvous, and docking tutorial" I'm elaborating a bit more on that, in text form. (see signature)
  2. I admit it's a shameless plug, but perhaps my in-game docking tutorial can help you with getting docking practice. (see signature)
  3. How would one go about figuring out which fuel tanks to use and how many engines? For example, on the atmosphere chart for TWR >= 1.8, I can see that for a 20-ton payload and 2.2 km/s dV, the aerospike turns out to be the best according to the chart. I'm not sure how to go forward from here.
  4. Not sure why it was hard for you. Perhaps you might want to try my in-game docking tutorial? (see signature)
  5. The most extreme example of this would look like this: Go all the way straight vertical up to 100 km, then turn east, then burn for orbital velocity (about 2.2 km/s). You can clearly see the disadvantage of doing that.
  6. ... does not compute ... Actually the gravity turn is when you switch from straight vertical ascent into a ballistic trajectory. In zero atmosphere, you can launch directly into a ballistic trajectory, but this doesn't make sense in atmosphere that will slow you down, hence the initial vertical ascent phase. No, you need to turn it yourself. First go to about 45 degrees at 10 km (if launching from Kerbin), then stay a bit "before" the prograde marker and let it chase you. (I realize this might not be the most efficient way to do it, but it works just fine for me.) As for turning off SAS, this is only necessary in KSP < 0.21. Well orbiting means to go around the planet sideways, so this is were you want to go. By launching straight up, then turning 90 degrees to the side will cost you more fuel than "bending" your trajectory to the side while going upwards by gradually tipping to the side.
  7. Please try and post only serious questions, thankyouverymuch.
  8. Yes. The 5 unoccupied ports that can be seen in the picture are all facing inwards into the 6-way hubs.
  9. Incidentally this is what I created. Please see my signature.
  10. Heh, the first thing I was asked to do after people saw my in-game docking tutorial was to make another one covering rendezvous
  11. He sure can, but I'd guess he doesn't care. What's the advantage of having a perfectly circular orbit anyway?
  12. For rendezvous, you might want to check out my tutorial (see signature.)
  13. Anti-parallel (PAR-) is the label of an attitude button in MechJeb. It simply means to rotate so you're parallel to the target's axis (a docking port's docking axis, for example), but facing the other way (= looking at it.)
  14. If you could precisely detail the steps you're executing (in the order you're doing them), that would help, too.
  15. Or for that matter, try to crash into things, preferably with high speeds - if blowing up and dying is your thing.
  16. Kerbin's surface gravity is 9.81 m/s^2, Duna's is 2.94 m/s^2. So 9.81 divided by 2.94 is ~= 3.3. But really, you should use Kerbal Engineer Redux, it makes calculations a whole lot easier.
  17. I don't see the advantage of aligning yourself when you're not even close enough to see the target port. Personally I just move close to it, align myself rotation-wise, move to the docking axis, and go forwards to dock. It takes only a tiny amount of RCS fuel to do that. You know, you can always use timewarp if things don't go "fast" enough. This saves a lot of fuel and still you're going faster than usual.
  18. So I take it your concern is only on the roll axis rather than yaw/pitch.
  19. I usually just switch to 'chase' camera mode and rotate by hand until yaw and pitch axes look parallel. Then move in closer and adjust again as necessary. No need to switch vessels. I don't really get why people recommend this all the time. It just isn't necessary at all.
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