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Everything posted by WafflesToo
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Just did the math and departing to Moho (which I think is the second- or third-most distant point from Kerbin... energetically speaking) from Minmus's orbit (didn't include Minmus's Oeberth effect to simplify the calculation) costs 2090 m/s of dV. Departing directly from LKO on the other hand costs 1670 m/s of dV; saving the mission 320 m/s of dV. But hauling fuel down to LKO from Minmus' orbit costs 230m/s to drop down to a 32km aerobrake and another 160 m/s to get the orbit circularized at my space-station's altitude. Already up to almost 400m/s without taking any orbital maneuvering into account. Without looking too much farther into it I'm thinking that it still makes sense to just go ahead and leave from Minmus, accepting the additional mission dV since the extra fuel will be burnt on your exit burn anyway and its mass will (largely) be gone from the mission; troubling it little more for the remaining burns it would have to make. Of course this assumption breaks a little as mission mass goes up... And this only works for interplanetary missions. For local missions (such as Munar exploration) it makes far more sense to have a local fuel source and not leave its SOI at all.
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Kind of what I've been trying to do with my current playthrough of the game. I haven't started exploiting Kethane yet (it's coming) but I have a fuel tanker that can get just over 5-1/2 tons of fuel into LKO for very little cost (less than half what a single one-shot Mun mission would cost). It will become even more attractive once I get a Kethane operation up-and-running.
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Because palioxis is trying to maximize the Oeberth effect by burning at absolute maximum velocity. I don't think you can get much more maximized than falling from the edge of Kerbin's SOI down to atmospheric scraping altitudes Getting the ejection angle to line up would be difficult, but it would be a heck of a stunt if you could pull it off
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I see what Palioxis is trying to do. It would just be a matter of planning a little more in advance. If I remember right it will take the ship about six days to fall from SOI limit back to 75km above Kerbin so you would want to time your departure to be six days early... of course there could be a big problem getting your departure angles to line up. I suppose a solution to the problem is six-or-so stations in a ring and just pick the one you need in advance... which would involve (you guessed it) even more advanced planning. Some people really enjoy the minutia of the game and if that's their thing then who am I to tell them it's wrong? Personally, that's getting a bit too involved for my tastes
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Stock ships when Kethane is installed
WafflesToo replied to jmiki8's topic in KSP1 Gameplay Questions and Tutorials
The Kethane mod does add some parts though (such as scanners, drills, and cracking plants). Any ship constructed with any of those parts would require the recipient to also have the Kethane mod. Any ships without those parts would be sharable as is. -
Very true and you are all very correct that for a one-shot mission it's wasteful... However, if you are operating a small fleet of persistent ships that are being reused from one mission to the next then where you put your stations matters. Yes, it costs make dV to depart from Minmus,. But it costs fewer tons than having to haul fuel down from Minmus to LKO.
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why are there people who stick more than one nuke on their ships?
WafflesToo replied to lammatt's topic in KSP1 Discussion
LOL! Why does this have 9 pages worth of replies when it became obvious on page two that OP is just being a troll anyway? At Isp 800 the engines would have to become a large fraction of your mass before other engines become more attractive. Go take a look at Zisteau's "Dres-tacular", even with all those atomic powerplants it still beats out LV 909s for dV -
It can if you've got a joystick plugged in
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How to manage signal delay with RT2
WafflesToo replied to brooklyn666's topic in KSP1 Gameplay Questions and Tutorials
Then I'm afraid you may be doomed. The only way I can think of to do something as complex as you're wanting to do is by scripting a program to do it :/ Preferably by tying it to barometer data to give it some amount of margin of error. Sorry I couldn't help. Maybe someone else knows some trick that might help. Good luck. -
How to manage signal delay with RT2
WafflesToo replied to brooklyn666's topic in KSP1 Gameplay Questions and Tutorials
Open the cfg file, find the line that says SIGNALDELAY and set it to "false" Seriously though, this sounds like a doozy. I know IRL probes use a combination of sensors and preprogrammed executions. I know there's a moout there that is supported by RT2 that can do it. I think it's KOS? Anyway, check out RTs front page, it should be listed there -
Liquid fuel density
WafflesToo replied to KingPotato's topic in KSP1 Gameplay Questions and Tutorials
200 units per ton SHOULD be the correct value, though I've noticed something screwy with the game's mass reporting lately. I wonder if they changed something? -
Likewise Funny this comes up right now, been banging my head against the wall all week trying to work out some way of at least analyzing the effect TWR has on gravity drag during ascent. This is what I've worked out so far (I make no guarantees I've done this right) Hohmann transfer from the surface to an 80km parking orbit requires 2255 m/s (including Kerbin's rotation of 175m/s). Next I calculate how long it takes to get to 10km (and that is equal to SQRT (20000/(a-g)) in seconds). Multiply that by 1.707 and again by 9.81. That should be a rough guesstimate of your gravity drag. Add those two values together then add 1360 to account for vanilla air drag. And that should be roughly how much dV the rocket will need. Disclaimer: this has not been tested very thouroughly yet, but the results seem to be close based on experience.
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Scott Manley, kurtjmac (I wish he posted more often), Thor (just how did he manage to get that off the ground?!), Zisteau (I think his Minmus lander out-masses my entire space program to date), and 5th horseman.
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It depends. If I'm already in orbit, I would expand my apoapsis out to x40 my periapsis altitude. Fly out to my new apoapsis, do the plane-change maneuver (tug on one of the magenta colored nodes on the maneuver node, you may need to pull on the retrograde node as well to keep your periapsis from moving). Fly back to periapsis and lower your apoapsis again. Then celebrate.
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What use agreement do you have?
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I FOUND YOUR GAME!!! http://store.steampowered.com/app/233720/?snr=1_7_15__13 ...anyway, I play KSP because I'm a massive nerd who loves math, physics, space exploration, engineering, mission planning and execution... I also may have been dropped on my head as a child... actually my mother can verify that yes, I was dropped on my head as a child
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I'm still trying to figure out what Multiplayer could possibly add to the game...