Sirrobert
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Everything posted by Sirrobert
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Well, even the things I thought I did understand in this topic are wrong. So would that mean that, theoreticly, matter that is fully that is electrically charged would be effected by electromagnetic forces more than by gravity, while in space? Or is there so much neutral mass 'emiting gravity (for lack of a better term that I know for it)', that that is the reason that gravity is the only force at those ranges?
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What do I do with all these Asteroids?
Sirrobert replied to Kerbonautical's topic in KSP1 Discussion
Well, I guess you just permanently changed ALL of my future space stations I hope you're proud of yourself. This is going to cost me so much more work -
Tonight, I begin my first serious project on the new machine!
Sirrobert replied to Whackjob's topic in KSP1 Mission Reports
I don't think Mechjeb can handle the monstrocities that Wackjob builds. Non-standart rockets always confuse the poor thing -
Is the International Space Station really in outer space?
Sirrobert replied to elanachan's topic in Science & Spaceflight
The point is that the atmosphere seemlessly transition with those gasses in outer space. There is no line where you can say: Ok, to the left, we have mostly atmosphere, and to the right, mostly outer space gasses. There is no border Well there is your problem: You're using high school definitions. There is a reason we call them high school definitions. They are over simplified, so that high school kids can understand them. You can't use them in a scientific discussion Exactly why you can't put a border Much like adulthood, eventually you just look back and think 'huh, we are out of the atmosphere now' -
Except that you can't do that when there are electromagnetic forces, that are WAY stronger, pulling on those nanagrams Gravity is abit of an oddball among the forces. The way I understand it, gravity is the weakest, but also has the furtest reach. So in the dept of space, there is only gravity to effect light
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Fuel Tanks, an Idea
Sirrobert replied to KASASpace's topic in KSP1 Suggestions & Development Discussion
This very much. I feel that the addition of money (soon I hope) will change alot of ballance issues people are having, and force everyone to concider all ballance suggestions differently -
Tonight, I begin my first serious project on the new machine!
Sirrobert replied to Whackjob's topic in KSP1 Mission Reports
From a guy who used to game on a laptop for quite awhile (I have a strong gaming PC now) I can't really see the difference between 60 and 40. Guess it's just what you are used to -
Tonight, I begin my first serious project on the new machine!
Sirrobert replied to Whackjob's topic in KSP1 Mission Reports
A lot more FPS here meaing 5 instead of 2? That is over twice as high OMG, they totally need to make that possible -
I also want to give a final advise, asuming you have no further questions: All the confusion you had, and may still have (such as how to exactly use the deltaV map. You probably won't really understand until you see it in practice), will eventually fade as you gain experience. Eventually, it'll start becoming easy. Because of this, Mechjeb can actually be a great teacher. If you are confused on how something is done, just let Mechjeb do it, and watch HOW he does it. After a couple of times you'll start to understand why, and how. And eventually you'll just take over and do it just as easy as the computer does. That's how I learned landing and docking
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Actually, asuming you get a correct escape trajectory, you need all those nodes at the same time, and a single burn will get you on an encounter with Duna (excluding minor course corrections along the way, to fine tune your encounter) As for mods: Mechjeb can do an incredable amount of things. You could for example plot your own manouver node, and than let Mechjeb excecute this node. Usefull for when you need exact, very small burns. (for example only 1m/s deltaV, which is the kind of burn you need when you make corrections far away from an encounter. To get that accurate, you'd need to burn half a second at minimal thrust. That's almost impossible to get right by hand, but Mechjeb can do it). You can also use Mechjeb to make precise changes to manouver nodes (with the manouver node editor), by entering numbers, instead of dragging the points on the node itself. Also very usefull if you want to to finetune encounters.
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That 1000 is what you need to escape from Kerbin What you do with the deltaV maps is you add the numbers from where you start, to where you want to end. However if there is an arrow pointing TO that node (or any node you pass), you can ignore it, because a good aerobreak can do the same (without costing deltaV) Ofcourse always remember that those are optimal numbers, so make sure you to bring extra. For time warping, I suggest Kerbal Alarm Clock What you do with it is you plot your manouver node, save it in the alarm clock, and go do something else (like warp on the launchpad). Than when your manouver node is coming up, it will stop timewarp and warn you, so you can switch back 5 minutes before the node (or 1 minute, or an hour, or whatever you pick). It will also save the manouver node for you, so you don't have to fiddle with it again
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That's been there since we could recover crafts. So since science Yea, that was my reaction to
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Thrust question - ARM Pack
Sirrobert replied to darkstrike's topic in KSP1 Gameplay Questions and Tutorials
Well in that case I have no clue. I asumed it worked like other rockets -
Congratulations on your trip to Duna. First of all, check out this DeltaV map if you hadn't already. It will tell you rhoughly how much delta V you need for each trip. Looking at the map, 9400 deltaV in atmosphere (which would be higher in atmosphere), should be enough for a roundtrip, but not by as much as you'd expect. First to remember: It costs 4500 deltaV to get into low Kerbin Orbit. And that's IF you have an optimal gravity turn. Since you are new, and it seems like you did everything manual, you probably did not have an optimal gravity turn. (Mechjeb can do a pritty good gravity turn for you, if you get bored of take offs). So looking at the numbers in the map, if you lose 5% (number pulled out of my hat) efficienty on each manouver (since you did it by hand, it would not have been optimal), you'd might indeed end up with your current situation. That said, 600 MIGHT actually be enough, if you can get a Kerbin encounter that is in the atmosphere. As long as you get such an encounter, you can land. Might be worth a try. That said, on to your questions: 1) Not to bad. Could probably have been more efficient, but that simply comes with practice. 2) Mechjeb can actually tell you this. The lander guidance has a checkbox that will predict your orbit after aerocapture (I can't remember exactly what it was called, but you'll recognize it when you see it). This option does a few things: For starters, it will tell you your ACTUAL landing spot if you are landing somewhere with an atmosphere (it takes into account drag, and paints a big target on the map to see where you'll come down) The option you need here, is what it will tell you when you are in the atmosphere, but not deep enough to land. It will give you an orbit prediction after aerocapture. So simply dip your rocket in atmosphere, option the landing guidance, and fiddle around with how deep in atmosphere. The guidance will tell you in real time what your predicted orbit is, if you were to aerobreak at your current periaps. If you don't want this, you can always google it. I believe the wiki has information on each body with atmosphere, and how deep you need to be for a capture. 3) Gravity assist does not actually slow you down the way you seem to understand it. You will only notice gravity assists' effect once you leave the SOI of the body again. When you enter a body's SOI, you will be pulled along by it's gravity (or pulled back if you are going in oposite direction as it is). Now I can't actually explain it properly, but the base line is that gravity assists don't matter when you stay in the planet's SOI, only when you leave it. 4) The most efficient way is a suicide burn. Just drop down and burn at the very last moment, so that you lost all your velocity when you reach the ground. In KSP, that means saving, trying, loading, starting abit higher, loading, trying abit higher, ect until you find the sweet spot (or loading and starting lower). If you use Mechjeb's autolander, it will actually use a suicide burn, but Mechjeb can calculate it exactly. You could to, but that's boring. So ignoring that, the easiest way is to rhoughly zero out your horizontal velocity, so that you drop straight down, and slowly bleed off speed. Mechjeb can again help you, by giving you the ACTUAL altitude (so how far down until you hit solid ground, instead of how far down until you hit sea level. You've probably noticed already that you often land somewhere with your big altimeter saying there is still 1km to go). Knowing that, you can see how far you have to fall, and how much speed you have to lose per 10 meters to land safely. When you have that number, it's easy to open the throttle a little bit and glide down. Or free fall a little and break later. This way is the easiest because you won't have to worry about horizontal velocity when you are landing. If you have to much you'll tip over when you touch the surface. 4 again) Get into a very low orbit around the moon (as low as you dare) is probably best. This way you have full control over your orbital transfer. . There is a special trick to getting from a moonn to it's planet, that can save you alot of fuel (and most people don't know unless someone tells them)5) well based on the deltaV map from the start: 1000 for Duna encounter, aerobreak for land, 1348 for takeoff to orbit, 480 for Kerbin encounter, aerobreak to land again For a total of 1828m/s. Ike costs an extra 1830m/s if you want to land there and back. Offcourse this is the bare minimum, and you should take 10% extra atleast, probably more Note that I did not include takeoff from Kerbin. That's because I always design my interplanetery ships to assamble and refuel in orbit. Now I'm not sure if you can dock yet (that's the most difficult of everything in KSP, noone gets it right on their first try), but once you can, interplanetery stuff will become MUCH easier
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Thrust question - ARM Pack
Sirrobert replied to darkstrike's topic in KSP1 Gameplay Questions and Tutorials
When you name a ship, you actually give that name to the controlling part. Either probe or capsule. So when you detachted the grappler, that probe (or ship) kept the name you assigned it, and the thing you detatched from it got it's old name back. Check the grappler, that should have your asteroid's name -
Looks like a kraken to me. Did you try to restart your game?
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To heck with landing asteroids on the moon!
Sirrobert replied to Azuratte's topic in KSP1 Discussion
Isn't that just a kraken then? -
Asteroid size meters or miles?
Sirrobert replied to nats's topic in KSP1 Gameplay Questions and Tutorials
If you're confused between the metric, and you KNOW everything else is meters, where the crap to you get Miles from? IF it was in the order of size of miles, it'd be kilometers. Ya know, because the rest of the game also useles the metric system -
Hardcore mode with no saves
Sirrobert replied to Crusher8000's topic in KSP1 Suggestions & Development Discussion
It's EXACTLY the same, except you have to change it in the save file, instead of in the menu. Nothing's stopping you from simply not using quicksave and revert -
SLS parts are part of the NASA asteroid mission .24 will introduce contracts. And thus, the foundaition of the financial system
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I like how that Kerbal on a chair has the most deltaV of all stages