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Mun Candidates.


derhp

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sorry for off-topic, but could you give me an instruction how to use RCS modules?

10 second instructions:

R turns \'em on

H and N move the vehicle applies thrust up and down respectively. IJKL move the craft sideways (all assuming craft is pointing upwards like at take-off).

To get sideways movement you\'ll neeed two sets of RCS nozzles (best done with four symmetry), one above the centre of gravity and the other below. It can take a little tweaking to stop the sideways translation also causing a yawing but isn\'t too bad to do.

Have fun! :)

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Guest Flixxbeatz

For some reason my mun lander always moves sideways when I try to preform a kerbal landing.

Any idea why?

proper throttle control might solve it (max throttling at low altitude can cause your lander to move sideways)

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So, i\'ve managed to land my munar lander on the kerbal terrain, and it has been sucessfull.I also tried to upgrade it by adding more stages and boosters, but increasing weight makes those giant 1-st stage boosters act more kerbalish :).

So here are some pics of the sucessfull landing.

@xzbobzx

Um, you can add MOAR solid boosters and a couple of liquid enginies and fuel tanks. Jeb says that always works. ;D

First of all you have to place 2m/3m decoupler under that Munar ship, and then add some liquid enginies and plenty of solid boosters.

I\'d do it that way.

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You mean entering Kerbin orbit again? So the reentry doesn\'t murder everyone.

You go into kerbal orbit right away, and I wonder why you would waste fuel on achieving orbit before shooting for mun.

Entering kerbal orbit after you went to the moon would also be a waste I guess, as a big parachute can save anyone.

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You go into kerbal orbit right away, and I wonder why you would waste fuel on achieving orbit before shooting for mun.

Entering kerbal orbit after you went to the moon would also be a waste I guess, as a big parachute can save anyone.

The Apollo missions boosted into a low orbit before going to the moon. Otherwise it would require precise launch timing to actually reach the moon, since it\'s moving as well. In an orbit you can boost to the moon at any time you please.

For the return orbit, It\'s not about the capsule being destroyed, I\'m trying to keep the g-load from the entire mission under 7. It\'s very difficult to do such a thing when you\'re in a highly elliptical orbit.

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Guest Flixxbeatz

Why would you waste fuel trying to get into orbit?

Mun\'s gravitational pull will take care of getting there.

Well, everyone has their own strategy to go there. I actually do some maneuvers to place myself in a special orbit in preparation of the capture.

And by special, I mean this:

KSP2011-10-3019-04-48-12.jpg

I might change strategy if necessary. :)

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Well, everyone has their own strategy to go there. I actually do some maneuvers to place myself in a special orbit in preparation of the capture.

And by special, I mean this:

KSP2011-10-3019-04-48-12.jpg

I might change strategy if necessary. :)

HOW DID YOU :o

that was probably my strategy.

Vertical up, then super elliptical orbit to get to the mun with little effort.

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For the return orbit, It\'s not about the capsule being destroyed, I\'m trying to keep the g-load from the entire mission under 7. It\'s very difficult to do such a thing when you\'re in a highly elliptical orbit.

In order to that, you will have to have a powered landing on Kerbin as well-the parachute produces at least 12G when it opens.

In fact, I don\'t think that I\'ve had a powered landing onto land, no matter how gentle, resulting in less than about 20G- so this might be simply impossible.

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A bit of testing has shown me that aiming for a perokee of 30km results in very low G-loading (<3g) and single-pass capture, even from near-escape (3km/s plus) trajectories. I\'m confident that it\'ll work fairly well for a Mun-return capture.

As far as killing horizontal speed while landing goes, I\'ll just quote what I myself said in the Mun Landers thread:

I\'ve figured out an secret ninja trick to powered landings, specifically killing horizontal velocity.

It\'s known that keeping your eyes on the navball is key for stable flight... and it turns out this is true for landings as well. When you\'re descending, you should see your retrograde vector icon hovering somewhere in the blue region. It\'s probably not where you want it though; if you have horizontal velocity, it\'ll be somewhere off to the side of the zenith. For safe landing, you want to have no horizontal velocity, and a low vertical velocity. To kill the horizontal velocity without fuss, just tilt your rocket a few degrees away from the zenith, towards the direction the retrograde vector is showing. With your descent engine on, this will scrub horizontal speed and you should see your retrograde vector creep inwards until your horizontal velocity is very close to zero.

Then you don\'t have to worry about horizontal speed. Vertical speed is managed by balancing the throttle, using RCS as needed for small final-approach adjustments. Sadly the throttle control is a bit too widely quantized for real precision approach work. Ideally you want your speed to be 0 at altitude 0, but in practice a few m/s down is entirely acceptable.

Hmm. Now I wanna fly an instrument landing :D

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In order to that, you will have to have a powered landing on Kerbin as well-the parachute produces at least 12G when it opens.

In fact, I don\'t think that I\'ve had a powered landing onto land, no matter how gentle, resulting in less than about 20G- so this might be simply impossible.

I\'ve accomplished low orbit missions with total max G force of 4.7. So I declare it possible. Note that I\'m registering g forces as sustained ones - determined by watching the G meter, pausing, and looking at the mission stats when it maxes out. Using this you can determine the max sustained forces fairly easily, albeit only a rough number.

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Guest Flixxbeatz

HOW DID YOU :o

that was probably my strategy.

Vertical up, then super elliptical orbit to get to the mun with little effort.

That\'s why I got a Kerbin Departure Module and a rechargeable Multipurpose (Orbital, Capture, Correction, Braking, 4-in-1) Module. I might as well transform it into a roughly circular orbit around 12000km mark... been doing practice missions already :D

Also, it\'s not a pure direct ascent, I started to naturally lean my rocket as soon as the SRBs were jettisoned :)

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Gentlemen, behold! The Munar Lander III(a)

It\'s based on a 90% vanilla design (lander legs, horizontal stack decouplers, escape tower + heat shield) but with addon parts replacing vanilla ones to keep it from turning in to too much of a slideshow on my creaky old computer. Its performance is essentially the same as the 90% vanilla version, plus it looks cooler, which is frankly THE MOST important part.

screenshot10.png

It has three main stages:

1) SRBs & liquid boosters: Like coffee, these get you up and going! Unlike coffee, may explode.

2) Orbit stage: AKA the \'sidways stage\'. For establishing and circularizing Kearth orbit.

screenshot11.png

3) Lander stage: Boost into transfer orbit, circularize, land, take off, head back again.

screenshot13.png

Note: habitation module w/ crew rations. (Lunchboxes packed with PB&J and little notes from Ground Control saying \'We\'re so proud of you!\')

Still working on the \'not hitting into Kearth\'s atmosphere with enough force to turn the crew to Smuckers\' issue, but there\'s plenty of time for that before the Mun is added!

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I thought I\'ll share my current Mun-Express, the: Nozomi 64 Series. Vanilla parts only. Just waiting for some lander legs.

It\'s capable of direct ascent, but current mission plan calls for a circular orbit with ~250km radius as a staging area.

Staging:

LIFTOFF: 24 SRB

BOOST: 6x 4LFT-1LFE + 1x 2LFT-1LFE, ASAS

ESTABLISH ORBIT: 6SRB + 2LFT-1LFE

FINAL STAGE: 2LFE-1LFE, RCS

With around half a tank left on 3rd stage, reaching the Mun is not a problem, I wonder how much fuel landing + takeoff will cosnume.

@launchpad:

nozomi%25252064.png

@mun location

insert_mun_here.png

mun interception orbit

mun_interception_orbit.png

direct to target

munshot.png

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