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Champ

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Everything posted by Champ

  1. Hi & welcome. For mod-specific questions, it is better to post in the mod's thread : http://forum.kerbalspaceprogram.com/threads/54774-1-0-4-Station-Science-(v1-5)
  2. Did you assign roles to your control surfaces ? This helps
  3. You are welcome. As i said, burning at Ap or Pe is important if you just want to escape minmus' SOI. If you want to get back to Kerbin, the important thing is you want to exit minmus SOI in the good direction (the "back" direction by Minmus' point of view). If you are in the third situation, i think you better burn at periapsis, then burn retrograde as soon as you leave minmus SOI (if you dont you may leave kerbin SOI) - - - Updated - - - Thinking of it, i'm not so sure... May be better to burn at Ap to circularise, then burn when you are at the good angle to leave minmus SOI in the good direction. May depend on your Ap/Pe altitude. F5/try/F9/retry
  4. Corrected. Thank you Stilgar. Will try imagebam (i really wanna show my amasing MS paint skills !) Beware ! The Harkonnens, the Space Guild and the Kraken allied against us ! - - - Updated - - - This is the escape trajectory you want : The thick-black-dotted line is minmus' trajectory around kerbin (kerbin is not represented). The red line is your escape trajectory. The blue circle is minmus. So, if the situation is like this : then burn at Pe If the situation is like this : then burn at Ap. If the situation is like this : Then it is more complicated... play with manoeuvre nodes (if you have them) or accept to waste a little fuel in a not-optimal manoeuvre. PS : Thank you Stilgar. Didnt know imagebam. Great tool.
  5. Ap=1800 km, PE = 12km If you burn at Ap, you will raise Pe. So, you will have to raise Pe from 12km to "high enough to exit minmus SOI" If you burn at Pe, you will raise Ap. So, you will have to raise Ap from 1800 km to "high enough to exit minmus SOI" Of course, burning at Pe is better. No need for advanced concepts like the Oberth effect or things like that to understand why. This is if your goal is just to exit minmus SOI. You said your goal is to get back to kerbin. To answer this question, you must look at the position of each node (where they are compared to kerbin and minmus) : you want to exit minmus SOI in minmus'retrograde direction. Will try to make a little drawing to explain better - - - Updated - - - Sorry, i made 3 wonderful drawings (i have amazing MS paint skills), but it seems that KSP forum wont let me post pictures from my computer : when i click on the "Insert image" button and select the "from my computer" tab, there is nothing to select the file (Firefox 40.0.3). I will try to explain with words, then. You said you want to get back to kerbin. The most fuel-economic way is to leave minmus' SOI by the "back" side (back if you consider the rotation of minmus around kerbin). This way, when you leave minmus' SOI, you will be on a lower orbit around kerbin. Then, burn retrograde at your new Ap around kerbin to set your Pe near 35 km. If you have problems surviving atmo reentry, say so, we can help. - - - Updated - - - It's worse with IE : IE dont even show the "from my computer" tab...
  6. You have a reason to think they won't do that ? This is very common in the gaming industry, i can't see why you seem to think they wont do it. Care to explain ? "Do you seriously think squad wont leave features out of the wiiU version because of lack of memory or CPU power ? If so I have a bridge to sell you " <= This sentence is not better nor worse than your own.
  7. i guess for now the only official cannon is "they dont breathe" (as they don't care about life support). This may need a retro-con if Squad implement life support later.
  8. If i understand, before burning, you are going 800m/s, and still have 1000 m/s in fuel in your vessel, and you dont understand why it's not enough to land ? The answer is simple : gravity will make you accelerate.Save, and then dont burn, just let your lander crash and note the speed just before the crash : it is greater than 1000m/s. Not-a-pro tip (but still a good advice) : when planning your mission and building your rockets, use DV maps (google KSP DV MAP) to know how much dV you will need
  9. I agree, except on one point : You get the missions to land on the mun BEFORE the missions to land on minmus. This is stupid : landing on minmus is far easyier, you should have those missions before. BTW, i agree with other folks here : don't delete minmus ! Lovely little moon : low gravity, lots of flat lands.
  10. The sad thing is that no matter how much this (and others) guy whine about it, it will probably never be fixed because they refuse to use the standard process and prefer whining uselessly... Support forum, detailed bug report, specs, logs, etc... Not so hard. Very usefull. At least, more usefull than whining.
  11. "Hi ! Can you help me with my problem ? Here's the problem : (...) - Hi & welcome. We want to help you but we need more info. Please provide these : (...) - Screw you, i uninstalled the game and won't make any little effort to get more help. - A user is so upset he uninstalled the game ! We are all doomed !"
  12. I think you will need this mod http://forum.kerbalspaceprogram.com/threads/105094-1-0-4-Better-Buoyancy-v1-4-Simple-Water-Fixes-7-29-15 I can't help more, sorry.
  13. > This is my first time writing in the KSP forums ^^ Welcome ! > I would like to know if all the science I gathered and that was stored on the command pod was lost or I will be able to perform the experiments again without the reduction for making them a second time. You will be able to perform them again, no reduction. > Im writing because I have a question regarding gatherinng science, yesterday I managed for the first time to make a succesful landing on the Mun in science mode, after more than 5 flights and 3 unssucesful landings Congratulations ! Great emotion on the first successfull landing ! First docking is great, too ! > After making all the experiments, launching the spaceship from the moon and managing to have a reentry orbit while on the smoke of my engines (I finished with 0.3 of fuel remaining in my tanks xDDD) my command pod (equipped with a heat shield and everything) exploded on the reentry Strange. What was your periapsis altitude when you entered kerbin's atmosphere ?
  14. If you play in carreer, dont try that without upgrading tracking station & mission control : you need flight planning. If you have flight planning, just launch to orbit (dont matter where is your target), then do a classic rendez-vous (explained in the video in the first answer).
  15. Hi ! Sorry if this has already been requested or done (didnt find it with internal search engine). I have an idea for 2 mods. I think the first would be easy to do (for someone with modding skills, not for me) : The situation : I did a mission to minmus, hit 7 biomes, have lots and lots of scientific data in my craft. I stop by my space station, put all this data in the lab, begin processing it... Wow ! Too much data, lab cant process all of it. I would like to be able to let the unprocessed data in the lab, and take the processed data back on Kerbin to get the immediate science out of it, without having to wait years & years for the mobile processing lab to process it. Is there (or could somebody make) a mod which would allow me to choose which science data i take from the lab ? The second one would (i think) be more complicated to implement... But it would make carreer mode really great. I would like to be able to create my own contracts in-game. Something like that : a new tab in the contract building, where i can set my own goals, like "land on duna, land on ike, return to kerbin" and the game creates a new contract asking this, with an auto-calculated budget for this (no science or rep). With this i can still setup my own goals while having to care for funds (and dont have to reject a hundred random contracts until the one i need comes). Sorry if it is not understandable (english is not my mother tongue). Please let me know, so that i can explain better. Thanks for reading.
  16. Don't see why it would be a problem if aerocapture at jool was impossible. I mean, aerocapture at Jupiter may be possible, but i don't think it's been done before.
  17. Source ? I (and most of the community) think you should not be talking about what I (and most of the community) think or feel, without strong evidence.
  18. Hi There are a few things i dont understand, and a few things i think are wrong : First, what is the purpose of your spreadsheet ? Forgive me if i misunderstood, but it seems like you take your payload weight, assume you will always use the same engine, and "play" with the number of boosters and the liquid fuel to get the desired caracteristics for your rocket (mainly TWR). Why would you want to do that ? Seems like nonsense to me, that's why i think i misunderstood something. That was the "i dont understand" part. Now, the "i could be wrong, but i think you are wrong" part : "You want a TWR above 1.6" : No. This was true in the old days, but not now. 1.6 TWR at launch is plenty. "2) Start your gravity turn earliest 8,000 or latest 20,000" : this really depends on your rocket and design payload. For my simplest rockets, i give just a little impulse east just after launch (approx 1000m altitude), disable SAS and let the gravity do the job. For my very hard to fly and very unstable "put-a-space-station-in-orbit-in-one-launch" rocket, i started my gravity turn at 30 000m (this is a very extreme example : you DONT want to do that). "earliest the better" is absolutely true, by the way.
  19. Go to the astronaut complex, you can see "available" and "assigned" kerbals here. You want to see the "assigned" tab.
  20. i thought it was impossible to put a ship on an escape trajectory out of the sun (Sun's SOI has no limit). Am i wrong ?
  21. Jeb and valentina are not rivals : they are both useless. Bob is the real star : first in orbit, first on minmus, first on the mun, only kerbal to have landed on duna & ike. I think pilots are useless : all my manned ships also have a probe providing SAS.
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