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Everything posted by Nibb31
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Does it need to be ? It doesn\'t use any plugins, so it should be fine.
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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
Those are fantastic, especially the VTOL landing tanks ! An idea: The LK lander had 'nesting engines', basically 4 small solid rockets on each leg pointing upwards. These would fire for a few seconds when the lander touched down to push the lander into the ground making it more stable. I\'m not sure how easy it bwould e to replicate these, but they might be fun. -
[Collection] Silisko Industries - BACE 0.3(1) released! [April 28]
Nibb31 replied to NovaSilisko's topic in KSP1 Mod Releases
Nova, are you planning to update the BACE plugin? -
Yeah but it takes away most of the achievement to know that everyone has got there before by using the coordinates that were published in the forums. We managed to have a topic of over 20 pages on the Munoliths with everyone keeping the secret of their location. That was a lot of fun, and those who managed to locate them had a shared sense of achievement.
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You can already control those rovers by sticking a mechjeb on each one of them.
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Landing/Getting off the Mun?
Nibb31 replied to Olsson's topic in KSP1 Gameplay Questions and Tutorials
Trans Kerbin Insertion = Return to Kerbin. The major burns as defined during Apollo are described here: -
Landing/Getting off the Mun?
Nibb31 replied to Olsson's topic in KSP1 Gameplay Questions and Tutorials
Because you are going faster horizontally, with the risk of not carrying enough delta-v to brake at the last minute before an unplanned destructive lithobraking event occurs. -
Landing/Getting off the Mun?
Nibb31 replied to Olsson's topic in KSP1 Gameplay Questions and Tutorials
1. Another approach is to use a crasher stage like in the Soviet space program. One stage was used for the lunar orbit insertion and the deorbit and braking burn. Then the Lander dropped it near the surface and used the same engine for the final decent and the ascent. This is more efficient, but it has a few disadvantage, especially if you are landing at a lunar base, because dropping a bomb on your buddies each time you land is considered bad etiquette. 2. I take off by burning west (270 degrees) and firing my return burn when I arrive above the Mun\'s orbit vector point. This takes advantage of the Mun \'s orbital speed. 3. The most efficient descent is to go down on a shallow slope and to brake at the last second. That is, however, extremely tricky and dangerous unless you go into some complex calculations about thrust, altitude, speed and time. It\'s easier to cut most of your speed higher up and to come down at a controlled descent rate. -
Please remove the coordinates from the original post ? These things must remain a bit of a challenge and posting the locations shoulda the fun.
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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
The Blok D was used for the LOI and the braking burn for landing. The LK Lander crashed the Blok D into the surface, which allowed it to carry just enough fuel for the Blok E to handle the final descent and then the ascent. The crasher stage concept is more efficient than having two dedicated landing and ascent stages, I use it a lot. The drawback is that it\'s not cool to drop a huge bomb on your buddies when you are approaching a lunar base It also kind of misses the point of lunar exploration when you are the one making the craters You can deal with this by correcting your final trajectory after dropping the crasher stage, so that the crasher stage lands far away, but automated MechJeb landings don\'t support this yet. A dedicated Blok D would be cool, but it is very similar to your KVTK. The blok D is also still used today as an upperstage/tug for Soyuz and Proton launches, similar to the Briz M. -
[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
I like ! -
[PLUGIN, PARTS 0.17] Zoxygene (Life Support) mod v0.7.1 (12.09.27)
Nibb31 replied to l00's topic in KSP1 Mod Releases
Have you considered adding an option for ISRU fuel production ? I suggested the idea here, and just realized that it was very close to what you are doing with your Zoxygen plugin: http://kerbalspaceprogram.com/forum/index.php?topic=12838.0 -
Si tu as la dernière version, tu ne peux pas updater. Logique Pour les pièces supplémentaires, ce sont les Addons qu\'il te faut: http://kerbalspaceprogram.com/forum/index.php?board=37.0 Je te conseille le pack NovaPunch Remix pour commencer, et eventuellement KW Rocketry et Kosmos si tu aimes les trucs russes exotiques
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It was already possible even with a single moon, especially as the sun is a simple point of light and not a large disc. They are also quite frequent because all 3 bodies are on the same ecliptic plane. However, it doesn\'t necessarily cause a darkening of the scene because of the way Unity renders ambient light. You can also experience an eclipse on the Mun, when Kerbin comes between the Sun and the Mun. Again, due to a Unity rendering glitch, the eclipse shadow is only rendered a few hundred meters around the camera, so it appears as a disc on the ground around your ship. I suppose an eclipse on Minmus is also possible, but much more rare because of the inclination.
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They are one of the main instruments that air present in all aircraft and spacecraft.
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No need for numbers, you can eyeball it. Start burning when Minmus is over the horizon (exactly like the Mun). Burn prograde until your Ap reaches Minmus\' orbit. Then position your ship in a Normal attitude (Pointing straight up or straight down on the elliptic plane) to move the inclination of your orbit up or down so that it intersects with Minmus\' orbit. By then, you should be seeing the patched conics display your encounter with Minmus\' SOI.
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[Collection] Kosmos Spacecraft Design Bureau (SSPP 4.1 6/12/12)
Nibb31 replied to Normak's topic in KSP1 Mod Releases
I love the blurry b&w picture, it looks like spy photos of the Soviet space program... Your truss legs are nice, but they are huge and when they are deployed they are too tall and not wide enough. It would be better if they took advantage of their size to give a wider, lower, more stable stance. -
I\'d say that landing a spaceplane on an airless planetary body only counts if you bring it back and glide back to KSC. Otherwise, there isn\'t much point in sticking wings on it.
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Aerospikes are not really a type of engine. They are just a type of nozzle. You can have aerospike jet engines or aerospike rocket engines (or aerospile ramjets, scramjets, or whatever...) The main advantage of an aerospike is efficiency over a larger range of altitudes than bell nozzles, which makes them practical for SSTO craft, but less optimal for any specific altitude. Bell nozzles have to be tuned for a specific operational air pressure, which is actually the best way to go when you are using staged rockets. Also, non-reusable bell nozzles are capable of ablation: part of the bell burns up, which changes the geometry of the bell with the altitude. Linear aerospikes are also used to reduce the heat signature, like on the B2 or the F22.
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Has anyone bothered to look at the Mun?
Nibb31 replied to VincentMcConnell's topic in KSP1 Discussion
No more rocks. -
I have landed on mountains that are 5000m.
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My technique: 1) Launch munar stack to an equatorial orbit. 2) Time Trans Minmus Injection when Minmus rises on the horizon 3) Burn prograde until Apoapsis reaches 47.4MKm. 4) Burn normal - or + to rotate your trajectory up or down so that the Apoapsis intersects with Minmus\'s orbit. At this point, the patched conics should pickup the SOI change. 5) ? ? ? 6) Profit !