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JTDismang

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Everything posted by JTDismang

  1. After looking at the map blizzy posted I agree.
  2. I would recommend Kerbal Engineer Redux, that along with this Delta V map will do wonders on ship planning. http://wiki.kerbalspaceprogram.com/w/images/7/73/KerbinDeltaVMap.png So according to the chart you would need the basic 4550 dV to achieve orbit around Kerbin, 920 dV to intercept Minmus, 80 dV to get a 10km orbit around Minmus, and 240 dV to land. The map also works in reverse so 240 to take off 80 to achieve 10km orbit etc etc, with the exception of "landing" on planets with atmospheres since aerobreaking and chutes can be used. Assuming all of your maneuvers are optimal this is the amount of dV you will need, but there are times where course corrections are needed so always pack a little extra so you don't end up stranded. As you mentioned you want to land from a 50km orbit it wont really save you dV it will end up being close to the dV maps estimations if not a little more, the fuel you saved achieving a higher orbit will be spent on landing so it doesn't really save any dV. Here is another helpful tool I use http://ksp.olex.biz/
  3. When I first started I didn't use Mechjeb, I managed to do a multiple mun/minmus landings, but two things I couldn't learn, not even from all the how to tutorials or videos, was Hohmann transfers and docking. After watching Scott Manley's tutorials countless times I still couldn't do it, then MJ came around and after watching it, seeing how it made corrections, set up intercepts, and maneuver nodes. That is what taught me, I learn from seeing things done right in front of me, not reading a manual or watching a video. Everybody learns differently, do what you want to do, play how you want to play. 1. The "Interactive Illustrated interplanetary guide and calculator" helps a ton on planning optimal transfer burns and planetary alignments. 2. Delta V charts/maps, helps a ton on ship planning and design. 3. Mods, not for everbody including me when I first got the game, but if you are like me and want a wider variety of parts and options I really recommend KW Rocketry, B9 Aerospace, KAS, and Kethane. I would start off Stock first, but mods to me are answer to keep interest in the game, Kethane gave me objectives, and permanent/self sustaining bases of operations in outer planets, part mods give me the option to build rockets that allow me to follow my build style by removing some restrictions (Ships and Rockets that resemble ones IRL) Everybody has their own play style and KSP has endless possibilities so make the game fit "your" needs not others.
  4. Finished my Saturn V rocket replica and did an Apollo Mission with it Ship Details http://forum.kerbalspaceprogram.com/threads/69862-Saturn-V-Rocket-Apollo-11-Replica
  5. Mods I believe the only mod parts used were from KW Rocketry and B9 Aerospace The Downside A work in progress, once you begin the gravity turn its like a wet spaghetti noodle but isn't really a serious problem until you jettison the first stage then you have to control the flip, nothing a few well placed struts wont fix. Also due to structural reasons (it was a super noodle with them) I had to remove the docking ports so you basically just do the rendezvous without docking and hop back into the command pod, another thing is unlike its real life counterpart it is a 1 seat command pod and a 1 seat lander so its a solo mission. The reason I chose not to have the 2 seat lander and 3 man command pod was aesthetics and there was no way I was going to be able to add objects that size inside the fairings... and no rover. Besides my main goal was the Saturn V rocket itself, payload came second lol. The Upside It is highly efficient, I had about 20 seconds worth of fuel left over from the second stage and the tank the third stage was a about 1/3 full so you have plenty of possible Delta V for course corrections and could possibly reach as far as Laythe but your kerbal wont be coming home. It has a fully functioning abort stage with 4 Separation motors along with the Service modules main engine (the one that is meant to send you back to Kerbin) all other engines are shut down and once you are in the clear from debris hitting 0 will free the command pod and deploy the chutes.
  6. Lol ok its a multi-purpose delivery vehicle with a space station attached then xD
  7. Yeah the spacecraft always seems brighter when I take the screenshot lol and thanks for telling me how to remove the interface.
  8. My medium sized Interplanetary module with a fully functioning refuel station and an extra fuel tank, I will later send the crew module to make it my first Duna station. Once the Remaining modules arrive the engine module will be removed and I don't have a plan for them just yet but I'm certainly not going to let them go to waste. I use KAS, KW Rocketry, B9 Aerospace, and Kethane.
  9. Here you go My score -206 days -Part count total [both rockets] 57 -Part count after docking two ships 30 -Part count after landing 19 -All (46) career nodes unlocked I overlooked that part on the scoring system rules but oh well Total: (206+57)+(46*50) = 2563
  10. My second attempt at making the space shuttle and performs far better than I had expected its capable of achieving a rendezvous with my 185km space station with about 1/3 fuel to spare. Only bad thing is you have to watch the throttle and after dropping the SRBs you have to temporarily shut down top engine on the cluster on the shuttle itself until the orange tank begins overpowering the other two remaining engines. I haven't landed yet... Mostly because I forgot the landing gear so that will be added later and I will continue to improve it and test as I go. And yes I know the real shuttles orange reserve tank doesn't have an engine but for the sake of making it work I had to compromise. The mods I used was [KW Rocketry] and [b9 AeroSpace]. http://imgur.com/JgvBUed,lHOQ314,ieZJZCc,0DxYiPl,PSDN8NH,ZuzJJ1f,QT7kh2n,KsQPKq3,kSKvJ1U,YXTBKeT#0 -Edit Also I forgot to mention behind the cockpit is a 6m cargo hold with a docking port inside satellites small station modules etc. -Edit Craft file now up for download note that it is really hard to fly and after a certain point the large tank will overpower the shuttle so undock before that point I lost interest in the build after many versions so I hope somebody can make something of it if you can improve it I'd love to see the result Also just in case there are any mod parts I forgot about on the ship, Mechjeb KW Rocketry and B9 I know are on it for a fact but just in case a part is on the ship I overlooked I have KAS and HullCameraVDS installed. https://mega.co.nz/#!dM9lgCCR!EC_b6SUiLFcClVL8KQ4KZy9dczQBZkHySGgiyDvn9NE
  11. I don't use hooks either every since I ripped my old station apart with one, good times... lol. I just do an orbital rendezvous except I don't dock I just kill all my speed relative to the target ship.
  12. Yeah i forgot to add solar panels to it luckily I had KAS and was able to rescue it lol
  13. My ship done in mid career mode http://imgur.com/1UeJwSB,Z1Lg2aV,8ut9sZZ,0cKT6FZ,7be2TK0,9EmVpYd,ReFu88Z,hkR6H42,kBl2r7d,C0jl4MO,FNYpi8N,GCzBQpg,yqvaM1u,9vcuprF,0bMaE1n,wX1kjbB,hqdQhmI,FUk7VST#0
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