Jump to content

cerberusti

Members
  • Posts

    77
  • Joined

  • Last visited

Everything posted by cerberusti

  1. You also have an unbalanced goo pod, which will cause roll. This is probably catastrophic due to the central landing gear. EDIT: The wings going in different directions is expected, as they have control surfaces.
  2. My guess would be you have too much drag forward of the center of mass due to the parachutes, or too much on the top. They tend to be far more stable if you put all intakes at the far back end, and balance the bottom and top drag with center of thrust. If you have liftoff problems, I would move the gear to the end of the wings. Many of my planes crash into the runway if I do not do this, but fly well if I can lift off (a small roll due to SAS [automatic heading] correction becomes a large roll once stress on the landing gear becomes uneven.) If you are really sure it is balanced, try turning SAS off during takeoff... I have quite a few that will take off easily and without problem, but crash into the runway if I have SAS on.
  3. My first Mun lander was simple enough to describe in text (43 parts total, I had only Basic Rocketry, General Rocketry, and Survivability.) I am playing with no mods of any kind in career mode, this was my second flight. If your technology level is higher there are better designs (especially once you have structs and fuel lines.) From top to bottom: Lander: 1) Mk16 Parachute 2) Command Pod Mk 1 3) Two Goo Pods attached in dual symmetry to the command pod (not blocking the door) 4) TR-18A stack decoupler 5) 2x FL-T400 Fuel tanks stacked 6) 4x LT-1 landing struts attached in quad symmetry to the lower part of the bottom fuel tank 7) LV909 engine Orbital insertion: 8) TR-18A stack decoupler 9) 3 center stacked FL-T400 Fuel tanks, with 4 more stacks of 3 radially attached in quad symmetry (15 total tanks) 10) LV-T45 on center stack, LV-T30s on the other 4. Place the radially attached tank stacks slightly higher so that the engines are aligned at the bottom. Launch: 11) TR-18A stack decoupler on each engine above (5 total) 12) BACC Solid Fuel Booster attached to each decoupler (5 total) The lander is also your transit and return vehicle, although you may be able to use the insertion stage for transit if you make orbit with some efficiency. I had quite a bit of fuel remaining when I reentered kerbins atmosphere, and I burned a lot due to a poor choice of the landing site and the resulting panic burn (the site I chose looked flat from orbit... but was actually a steep slope.) It could probably carry a Science Jr, but I did not have it unlocked at the time (just got it with the payout from that mission.) If you cannot make it to the Mun with the above it is probably an issue with how you are launching. A basic and easy to follow launch: 1) Wait for the rocket to settle on the launchpad, turn on SAS, set throttle to full, then launch. Stage a second or so after the boosters run out of fuel. 2) At 10km turn towards 90, pointing your rocket up at a 45 degree angle (diagonal.) Switch to the map and wait for your apoapsis to hit 75km or so, then cut your engines (x) 3) Open the Navball, make a nav node at apoapsis burning prograde to circularize, point your ship at the target marker. 4) When half the time it lists for the burn remains until you reach the node, throttle your engines to max. Cut them when your periapsis is over 70km.
×
×
  • Create New...