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Kulebron

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Everything posted by Kulebron

  1. Hi, thanks a lot for the mod, it's awesome! It was surprising to be left without a parachute after uncontrolled roll! A question to everyone: why is temperature going down that quickly? What are the recommended settings right now for vanilla KSP?
  2. With Deadly reentry all you need is a piece in front of all the ship (maybe 2x2 plate) to shield everything else.
  3. I don't know about FAR. Calculations get more complex with this mod. With deadly reentry you can try aerobraking a little once, and get from escape trajectory to orbit. Then aerobrake a couple of times more to adjust trajectory. Which is kind of a chore.
  4. It's usually 14 km height. If you went so low and still needed thrust... I guess you were flying past Duna like a bullet.
  5. There's a better Delta V map http://forum.kerbalspaceprogram.com/threads/41652-A-more-accurate-delta-v-map a launch window calculator http://alexmoon.github.io/ksp/ and aerobraking calculator http://alterbaron.github.io/ksp_aerocalc/ Hope with these three tools you can make the cheapest approach and get into orbit.
  6. Very convenient booster, with 2 stages for lightweight payloads and 3 stages for those heavier.
  7. Great work. How much patience must it have taken to describe it all in this detail and simplicity!
  8. You need 1100 m/s acceleration to circularize around Tylo. With 0.1g it's 18 minutes. Yes, it's within flyby time, you'll still be within SOI, and with MechJeb you can take your dog for a walk meanwhile.
  9. I'd match the planes in apoapsis. Reason why: Raise apoapsis and let planet's gravity do part of the work (if aerobraking is possible, then better). If you circularize your orbit to almost match that of the planet, what will be different is the encounter speed. (You move very slowly on a very eccentric orbit, while on a circural orbit you move ~ as fast as the planet). But no matter the encounter speed, you'll still fall on the planet, and flyby speed will be not much different.
  10. Delta V is proportional to logarithm(M_start/M_end). Adding more engines you increase M_end and decrease Delta V. You may drop 2 engines (if space convention allows you dropping nuclear stuff ) when needed and continue with the rest of them. This is what I did once. Had 3 LN-Vs, dropped a tank and two of them. I couldn't just drop them, b/c thrust would be asymmetrical, so I had to use docking. (Very carefully, to not touch the engine, otherwise docking with a spinning object is very hard.) The 2 other engines fell on Jool.
  11. I managed to send a some-tonne probe to Mün encounter by doing several burns in periapsis. But then I needed a fast insertion burn, which was impossible, instead Mün gave it a slingshot into Kerbin surface. So you need either a very good planinng of slingshots (which you can't plan exactly for a long period, because of floating point calculations imprecision), or a backup liquid fuel engine.
  12. Posted the next chapter, 6, on interplanetary ship and trip planning. http://flyonbudget.onegiantleap.info/chapter6.html
  13. ^^ Just delete the plugin folder (search for "Lifesupport" in KSP folder), and it will work smoothly.
  14. How do you fly Mir modules to orbit? (Kvant-1, -2, Spektr, Priroda) They seem to have no remote control. Do you put a kerbal inside? resolved. They can fly unmanned.
  15. Muito legal! Mas parece que você esqueceu o decopulador baixo da capsula. A parte em baixo, aquela com os paneis solares, se separa da capsula com a equipagem. E vc conhece bem a historia, parabéns!
  16. One minor complaint: Marx, Engels & Lenin portray's red color, FF0000 looks very unnatural, because it's impossible in nature. A darker and with more green and blue components would be nice. Ñðýúð ÑÂóущёýúø ýð "Ãœøрõ" - ÑÂтþ úрутþ.
  17. Installed the most recent version, 2.06, MY LAPTOP CANT HANDLE IT. Time went twice as slower. Uplayable. I deleted the LifeSupport folder with this oxygen/co2 plugin, and things went smoothly again. Remove it from the pack, please! Not everyone has a huge box to play games.
  18. Isn't Nasa logo in public domain?
  19. If you want to deorbit the debris "honestly", just switch to it and let it reenter. It will turn physics on and crash into the ground. Or just terminate it in tracking station. This is a strange simplification of KSP, for unknown reason, that they decide to put things not controlled on "rails" (same non changing orbit) unless it flies really low (25km for Kerbin) in that case the vessel instantly disappears when it descends to that altitude.
  20. Thanks, yes, please PM me. If you have it assembled, better if you make some screenshots (the more the better, to choose the best). I'm currently recharging my batteries, and doing drawing for real-life projects (and have to replace laptop battery that deteriorated because of KSP overheating the laptop).
  21. Regarding reentry heat, can someone comment it: does KSP actually model any heat? Will usual stock parts (not pods) burn in the scaled Kerbin atmosphere?
  22. @boomerdog2000: look at this screenshot. You can easily tell the flight height when this pattern starts being visible, at about 5km.
  23. Impressive! I tried landing the bigger one, and it works fine (except that still you can't burn just retrograde, need to control vertical speed), but when I land, fuel is slightly overused, and I can get into orbit only if the central engine is dropped.
  24. @SilverWarior: Look at that cicada principle website, it shows 3 textures <1KB big, and stacks them one over another. The whole point of the cicada trick is using small textures and merge dynamically (which is doable with 3D engines I hope), getting big unique patterns from little data size.
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