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SRV Ron

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Everything posted by SRV Ron

  1. You have the steering authority in the first stage. However, the new aerodynamic physics are going to raise havoc if you are going too fast in the lower atmosphere. Be sure the booster pair is properly braced as well.
  2. Prior to 0.9 Beta, Stayputniks made great lightweight probes for transmitting data from other worlds. The low cost ship on the left is what sent that probe to Duna.
  3. Want a real experience? Plug the computer into a huge flat screen TV or projector via the RGB or HDMI connector.
  4. Not my name, but one that has been in use for years. There is a dead one to be found on one of the moons in the Kerbal System. The name is a catchall for unknown bugs in the game that destroy ships for no apparent reasons or fling them to parts unknown.
  5. Being design to be ported to different operating systems KSP is not designed to take advantage of the graphic capability of a gaming computer. Therefore, its limitation is cpu cycles on a single threaded processing. Otherwise, you could be flying and landing on worlds like this.
  6. Welcome to the Krackin. It is a glitch that can occur when a ship or probe gets outside the Kerbal system. the game usually crashes shortly afterwards. The example below the probe exploded leaving only the Stayputnik flying off at some absurd acceleration.
  7. 1. SRBs. Useful in Career as they are cheap. Best used in the first stage due to their weight. You can tweak their thrust to control their acceleration before the rocket is placed on the pad. Disadvantage, no control of their thrust during flight. 2. You want to keep your speed well below the sound barrier in the lower atmosphere or you will have issues with drag on the front of your rocket that can cause you to swap ends. Still, you want it high enough to get it out of the lower atmosphere as quickly as possible. Experiment with different designs as well as changing throttle settings to control your flight. 3. Turn gradually as opposed to the old 10k-45* rule or you will swap ends or worse. Each design is different to where the turn works best. This is a learning process. Once above 70K there is no atmosphere effects that will affect your flight. 4. Yes and no. 5. There are several mods that will tell you which biome you are in. But there is a diminishing return for repeated experiments in the same biome. You do have Crew Report, EVA report, EVA landed, soil sample, Material bay, Goo Pod, and several other experiments that will yield Science for each Biome on Kerbal or off world and in space.
  8. We had the LV-909 along with the T-800 fuel cans and an LV-45. This is the demo moon lander. And, the demo rocket built to go there.
  9. Speed is critical for the first 20,000 meters. So is turning too fast at the lower elevations while traveling fast. Both will cause a flip out as the nose of your craft rapidly picks up drag as the rest of the ship is now sheltered from those forces.
  10. Aerodynamic drag on the nose of the ship changes rapidly when approaching the sound barrier in the lower atmosphere. Also flying the pre 1.0 profile is a recipe for flipping out. You can start the turn early and gradually and keep the speed down until you get through the lower atmosphere. Also, be aware that some engines, such as the LV-N and the LV-909 are next to useless in the low and mid atmosphere. In short, flight conditions are closer to real life. Relearn how everything works and your space program will become successful again.
  11. While I landed on Mun on the old demo, it will be much harder without the LV-909 in the new one. Additionally, with only the LV-30, flight through the lower atmosphere is super critical speed wise or your ship will quickly flip. Return from space is critical as well. Not much room to slow down enough to deploy chutes from a sub orbital. But, that issue is from the 1.0 atmosphere. Overall, with all of the changes since the old demo, the new one was badly needed. The flea reached 6,700 meters with two Goo pods. The RT-10 25,000 meters.
  12. Could be that aerodynamics could be updated once they become properly adjusted for the sim. Otherwise, this demo is a good update giving just enough to create interest in the game while giving a peek to what is available in the full version.
  13. With the new aerodynamics, it is best to use a probe core for testing or keep a parachute reserved for safe recovery of your test pilot. Both test contracts you have posted are likely to result in chute destruction when the test conditions are met.
  14. You have enough science to unlock the heavier rockets which would allow you to build this to reach low orbit and return. The RT-10 are now badly under performing to be of much use. Where two in stages could push a pod to over 200,000 meters, three stacked and tweaked barely clear 70,000 meters.
  15. It's controllable and stable, but seriously overpowered which causes aerodynamic issues. See the stats on the stages under Kerbal Engineering and the flight results on the pics posted. At this stages, parts were failing from overheating
  16. It can be done with the pad and VAB limits. (Barely.) This design did orbit in 1.0 With a pad upgrade and the LV909, a Mun flyby can be done with this three stage.
  17. This happened while returning from a Mun flyby. Took some juggling with map view to force a redraw that fixed the glitch.
  18. While it is possible for the experienced player to get a flyby without the Maneuver Mode, you should easily be able to accumulate enough funds in a couple of early Career missions to unlock the LV-909 and purchase the upgrades needed. This suborbiter flight did just that.
  19. While it may be possible to design a rocket that can leave Eve for Gilly, will you make enough money from the contract to cover the cost of that mission and make any kind of a profit?
  20. Most complaints are from those trying to play the sim using .090 skills using .090 designs. As they have found out, that is not going to work with the redesign of aerodynamic effects and re balancing of parts of 1.02. In short' you have to approach the sim from scratch with testing and new ideas. In Career, it was necessary to go slow with launches to get the tech from altitude records, etc... Much of that has been automated in 1.02 with the results that two well planned flights can unlock enough tech for a sub orbital of this design to earn a bunch more Science and a lot of funds for upgrades early on.
  21. That has been fixed under the two patches. Chutes now burn off from reentry heating if deployed too early.
  22. The design on the right, minus the solar panels and braces using the LV-909 can easily do the fly by. Tweak down the SRBS for best efficiency.
  23. It's an older version design where much of the 90 science tier has been unlocked. Design your first lander without the Material Bay. That will help with stability for landing. A good design will allow you to use the orbital insertion stage for descent for most of landing. What touches down is the pod, parachute, heat shield, 2 Goo cansters, a mostly full fuel can, LV909 and lander legs. Better yet, do a simple three stage for the fly by, a third stage with a bit more fuel for orbital insertion and return, and the bigger four stage one for landing and return.
  24. Just be aware that chutes will now burn off if you fly the old 1.0 profile. So, watch your speed and angle of reentry. G forces are now better. No sudden 15G jerk on deployment.
  25. Now that chutes can burn off or get ripped off, one had better use a probe core for parachute testing contracts. And, reentry heating is back to a more normal time period, so the atmosphere density at different altitudes seems more balanced.
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