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Xazas

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Everything posted by Xazas

  1. I proudly present you the White Valkyrie! 8) After playing around a bit with the new Damned Aerospace kit i like to share my first working and balanced Helikopter with you. Requiered Mods: Silisko Edition 2 Alpha C7 (newest pack)+experimental pack Damned Areospace Rev1 Mechjeb Instructions: 1. Acvtivate 'Killrot' on the mechjeb and RCS 2. Ignite the side mounted engines and climb to a safe altitude 3. bring the Valkyrie horizontal 4. eject the side mounted engines and ignite the main engine 5. I recomment to land before RCS fuel is empty out And most important, listen to this whyle flying: 8) 8) max Altitude: around 4200m max hrozontal speed: around 100 m/s Have fun, mod and comment!
  2. Am I doing something wrong or is this a bug? The probs arent rotating at all... :\'( but anyway, great mod!
  3. The global cooling from to less CO2 made my day! ;D And 'explode when landing on the dark side' remeber me of those good old days 8) that was before 0.10 wasn\'t it?
  4. I know, but they have worked on it for more than a year, and the project cost also money itself.
  5. but remember those 53900$ where for 1 year of work for not only one person.... Inspiring Post samstarman5! Yeah there was no game like KSP which kept my attention for so long since two years or so... an I am here since last July.
  6. So for myself i have an Order ID for KSP of around 7700 and i bought it in late january... does that mean 7700 copies where sold until then? I dont want to hear any numbers, but i am wondering if you guys from squad can life from making the game?(i hope so) Or even if you get realy Rich? I grant it you. I am realy sorry if I am to curious or offend you in any way with this question. If its so please remove this thread.
  7. Interessting idea... i try to figure this out, from my first feeling this should be possible... but not easy. EDIT: it is not possible without an extra burn. Max altitude over Kerbin to get captured: 14430 km, speed 484,7 m/s Min altitude 9570 km, speed 598,2 m/s Muns orbital speed: 529,3 m/s (should be right) So after entering Muns SOI will will have a maximum speed of 68,9 m/s wich results in a periapsis of 78,71 km (wich is quite not circular) To make a 'circular to circular' manouver you need an extra burn of 88,5 m/s once you are captured. Notice, this is only the theory, for practical issues you should make the capture altitude a bit closer to the Mun or the orbit will be very unstable and you get back to Kerbins SOI. Could someone please review this and correct me if i am wrong? Maybe i try this tomorrow.
  8. Great mod, realistic life support adds a whole new level to the game! ;D I would suggest to empty the main tank first and the reserve aftewards because thats why its callel 'reserve' for a reason And it could be good to change the color of the zoxygene display, it is not so good visibly against the dark blue of kerbins ocean or the black skysphere. Could you make those solar panels deployable and a bit lighter? I know the wight is for balancing but the wight seems a bit unrealistic. Maybe the balancing could be done in another way. Anyway, a very goog mod!
  9. That was realy impressive! The station itself and also the video.
  10. This combined with the_ducks sattelite relay nework could be awsome!
  11. I realy think this should be on the KSP main page. What a good advert it would be!
  12. Very good Video and nice spoken comments. It was realy entertaining to watch!
  13. Creating space stations is going to be more and more fun. Realy nice work sarkun!
  14. As far as I know, you can only drive about 10 km away from the pod, then ther rover becomes physicless an goes on rails. And it needs no fuel.
  15. So here is my first attempt. The primary objective for the first misson was to get in the moon to moon backflip orbit. I calculated that, for a 45° inclination(needed according to the paper above) you have to leave Muns SOI in a angle of 67° retrograde to muns orbit with a speed of 383,5 m/s relative to mun surface. The MechJeb did a great job helping with the navigation. I know i did it in a very ineficcient method, but my first goal was to make the backflip in general, fuel optimization comes later. So far i can count this as a success. I was able to catch the mun half a relevation later, unfortunately a litte bit to late so i was behind it and got slingshoted out of Kerbins SOI. but now i come closer in undestanding how this should finally work. If you end the backflip on the prograde site of the mun, you should be slingshoted back to Kerbin. I have to dig in deeper on the math... does anynone know a good orbital calculator like transx? still doing this by hand and my brain is starting to hurt by all those relative velocities...need more sleep, i will give it another try tomorrow. Pictures below: Look who is the pilot 1 Backflip probe (with second stage still atached) over the mun 2 Munar polar orbit 3 67° escape course 4 doing the backflip 5 meeting up again 6 goodbye litte probe...
  16. thorfinn found the right paper for our station: http://cbboff.org/UCBoulderCourse/documents/LunarCyclerPaper.pdf I hope i can understand it. I defenitly going to try it on the weekend!
  17. Thanks a lot, that is exactly what i looked for! Look in this thread: http://kerbalspaceprogram.com/forum/index.php?topic=8357.0 So you might understand why i need it. I am going do try such a thing on the weekend, hope my english skills(not my native language) are high enough to undestand the paper.
  18. I read about this manovuer in an orbiter forum. It seems to be neccesary for a periodic Kerbin to mun transfer Orbit. So can anyone explain what a Moon to Moon Backflip Orbit is, or a 'backflip orbit' in general?
  19. unfortunately i have not much experience with orbiter :-[ do you know any good stand alone orbital calculation program that can do such a thing? By the way: does anyone know what a 'moon to moon backflip orbit' means? It seems to be neccesary for the challange.
  20. Just found this in orbiter forum: http://orbiter-forum.com/showthread.php?t=26499 So it is possible, it has been done in orbiter 2 weeks ago (see last post on the page), and it should be recreatable in KSP. They talked about 50-100m/s deltaV correction burns per period, that is not much for our ksp rockets. Any chance to get that 'transx' program? sounds interresting, is it free?
  21. See the first edit of my last post^^ Any chance you remember how you did it? Sorry for the stupid question but what means 'periselene'?
  22. A double free return sounds very interessting. Perhaps it is possible when you are very low at the munar retrograde point of your orbit and rather high at the prograde part, so the mun 'pulls' you with it... but its just a guess, maybe i\'m completely wrong. But even when its possible, how on kerbin do you get in such an orbit, which still hast to be a free return trajectory!! The manouvers must be extremly complex and highly accurate. Was your double free return flight in orbiter intentionally or a radom result? EDIT: Ok, i correct my last post completely, it is possible, but highly non-trivial! ??? What we are looking for is a so called: PLANETARY MOON CYCLER TRAJECTORIE Just found a NASA publication about the topic: http://trs-new.jpl.nasa.gov/dspace/bitstream/2014/40318/1/07-0390.pdf Lets see if i have enough time tomorrow and enough english(not my native language) an math skills to understand at least a the main things. :-X ??? EDIT2: and again i am wrong... :\'( i realy should read things first before posting. The Document is not about our challange, but a simmilar one. A cycler trajectory is a periodic trajectory around two celestial bodys orbiting the same reference body, such as two moons around a planet or two planets aourd the sun. So this going to be (theoreticly) possible in future updates when we have more celestial bodys in our system. But i still think a multiple free return around mun might be possible.
  23. consider it as a kind of defensive debris minefield
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