Ninja Snarl PMy helmet is my burden.Ninja Snarl: Gone, but not forgotten.Registered Userregular
The quickest way I do it is to boost out of the atmosphere, then boost to the general area in front of the moon. It's pretty easy to carry enough fuel/thrust to brute force an intersecting trajectory, since you don't need nearly as much fuel/power once you get out of Kerbil's atmosphere. Once you've got a trajectory that even briefly goes into munar orbit, you can just retrograde burn like crazy to kill your velocity if you've got loads of fuel. Just make sure you don't end up fast forwarding time so that you skip right past the mun.
You can also try to be fuel efficient by doing using orbital mechanics, but that takes longer and involves more trial and error. Doing orbital mechanics right is matter of doing burns at the right moments, knowing the correct orientation to have while burning, knowing retrograde/prograde, the importance of the "high" and "low" points of the orbital trajectory, how burns will alter trajectory, and so on.
The latter is obviously a harder, slower road. I can brute force a landing pretty easy, but finessing landings has resulted in something like a half-dozen explosive munar impacts since I get impatient and end up smashing the command module right into the moon.
So I got a few successful Mun landings and returns to Kerbin.
Now I am trying to get a good landing on Minimus, but I just can't seem to find a nice flat place to land, everywhere is all hilly and my landing craft tips over when it touches down,it's happened 5 times.
anyone know the location of a good flat spot? maybe I'm just super unlucky
The big blue splotches on Minmus are flat and at sea level and are pretty easy to land on.
So, I'm beginning my Minmus initiative for the first time since 0.16 dropped, with an indigenous (unmodded) Progress IIID/IV rocket (because the name is so very important). I'm pretty happy with my ugly-ass tower lander, since it's the right combination of forgiving, tough, and fuel-abundant, but I'm wondering about other things.
What's people's favorite way of getting to Minmus? My only reliable way was to basically expand my orbit all the way out to Minmus, but I would inevitably miss the actual moon orbit path by a few thousand kilometers because of the moon's tilted orbit (whereas Mun is literally on Kerbal's equator). To make up for this, I typically burn myself to a halt, burn to an interception path, and then painstakingly replicate Minmus' orbit. Eventually I end up running into Minmus almost directly.
This is, of course, an incredibly inefficient way of getting to Minmus. MechJeb translation never actually seems to get you to Minmus, as far as I can tell, so this is the only way I know how. I guess I'm just no good at managing a tilted orbit unless I'm literally in the orbit path, and almost at a complete halt in space.
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Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
Are you using mechjeb 1.9.1? I used it the other day and it transferred me to an orbit around Minmus perfectly. I'd basically use the ascent autopilot to get into a 100km orbit around Kerbal, then use transfer to go to an orbit around Minmus.
Guys I just watched the Giant Bomb Quick Look and listened o the Rebel FM guys talking about it. I'm gonna be all over it when I fly home from work later this week
I can't remember the last time I laughed so hard at a video game
Oh man, the first time you build a rocket, it's a definite experience. You are scared of what might happen, excited that it may be a great design after all, and suddenly you're on the floor laughing that it has exploded into a hundred pieces on the launch pad.
The other day I had no internet access, and I usually run KSP from Steam. Since I was being lazy, I just typed KSP on my Start menu search, and the exe showed up. However it was version 0.11.3x or something like that. Basically: Only Kerbin is there, you have like a total of 10 ship parts and there's no orbital map view, or persistence. You had to actually figure out what your A&P where.
I've been attempting to get a rocket into orbit around kerbin that has no less then 30 fuselages. It has been deemed 'Phallus X'
so far I've built 4 booster towers around it to hold it steady, but usually something goes wrong and blows off half the rocket
use a ton of support struts, you can get just about any shaped rocket to work if you strap it together with enough of those.
In my own personal Kerbal insanity, I've been trying to see if I can do a round trip to the Mun and back with nothing but solid boosters.
I think this is going to take me forever, but having an insane goal is always fun.
Are you using mechjeb 1.9.1? I used it the other day and it transferred me to an orbit around Minmus perfectly. I'd basically use the ascent autopilot to get into a 100km orbit around Kerbal, then use transfer to go to an orbit around Minmus.
My current rocket is called the Karcass IV.
I'm using whatever the oldest version of MechJeb is that works with 0.16. Honestly, that might work, it's been a while since I tried (I usually handle translations manually, since the old software didn't do a good job even with Mun transfer).
So here's my work on an only solid booster rocket to the Mun and Back so far.
it gets into orbit real easy, a little harder to get that orbit circular but I'm learning when to eject rockets to stop the thrust on the main body.
those 3 radial attached ones at the top stages are each on their own stage, with the radial decoupler another separate stage, so I can fire them for a short while than eject them off. I think I need more of them overall.
Got it into orbit around the Mun, but couldn't quite make it stable so it either crashes into the surface, or shoots off into an orbit around the sun.
So I knew that landing a plane would be a bitch in this game but I think it's harder than I imagined. Even my sweet little Fokker always manages to swerve randomly after even a perfect touchdown and breaks apart.
When it had tailfins in the rear it wouldn't fly with a angle of attack less than 15%, but now it flies pretty nicely.
[edit] Is there a way to break with your landing gear? I seem to remember it but can't find it now.
lowlylowlycook on
(Please do not gift. My game bank is already full.)
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Zilla36021st Century. |She/Her|Trans* Woman In Aviators Firing A Bazooka. ⚛️Registered Userregular
edited August 2012
Well you can certainly break you landing gear, not so sure how to brake though. :P
Perhaps add some way to reverse thrust?
Zilla36021st Century. |She/Her|Trans* Woman In Aviators Firing A Bazooka. ⚛️Registered Userregular
Jeb's Law #69: Any launch you can walk away from, is a good launch (SRB's on my huge Minmus rocket detached and collided on the pad, mushroom-cloud sized explosion, oops...)
Somehow the crew module got clear and survived. You can climb that ladder on the fuel tank, to the Kerbal's left, by the way.
Yeah. This is apparently part of the standard procedure for getting the larger aircraft off the ground - use B to hold the wheel brakes while the engines spool up so that you can get off the ground before the runway ends.
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Sir CarcassI have been shown the end of my worldRound Rock, TXRegistered Userregular
Yeah. This is apparently part of the standard procedure for getting the larger aircraft off the ground - use B to hold the wheel brakes while the engines spool up so that you can get off the ground before the runway ends.
Yeah. This is apparently part of the standard procedure for getting the larger aircraft off the ground - use B to hold the wheel brakes while the engines spool up so that you can get off the ground before the runway ends.
That's also used for real planes.
Yep. Someone needs to make a catapult launcher mod...that would be interesting.
So as the next step in my srb only mun rocket, I have begun work on a lander that can survive a 50 m/s+ impact, And still have 2 srbs intact for the return trip. I'm hoping to get it up to 100-150 m/s with some more struts or sacrificial fuselages.
What I really need though is if anyone knows a good design for something to tip it back onto it's bottom legs after it falls over.
Just extend my hardpoint/lander leg bit at the top to be longer maybe?
yep, I need 2 srb stages in order to leave the mun and get back to kerbal, and the bottom srb is for the de-orbit/slow down burn before landing on the mun.
the 2 fuselages just absorb some of the impact. and all the landing gear is for protection if it tips over / trying to tip it back up.
I've been trying a flatter version, but I can't seem to get it to survive the high impact landings I need. But I may go back to it later if I can't get a reliable system in place to tip the rocket back up for the return.
and just ignore the decoupler/parachute thing on top, that was just for test drops in kerbal atmosphere to see how much impact it can take.
Posts
You can also try to be fuel efficient by doing using orbital mechanics, but that takes longer and involves more trial and error. Doing orbital mechanics right is matter of doing burns at the right moments, knowing the correct orientation to have while burning, knowing retrograde/prograde, the importance of the "high" and "low" points of the orbital trajectory, how burns will alter trajectory, and so on.
The latter is obviously a harder, slower road. I can brute force a landing pretty easy, but finessing landings has resulted in something like a half-dozen explosive munar impacts since I get impatient and end up smashing the command module right into the moon.
The big blue splotches on Minmus are flat and at sea level and are pretty easy to land on.
What's people's favorite way of getting to Minmus? My only reliable way was to basically expand my orbit all the way out to Minmus, but I would inevitably miss the actual moon orbit path by a few thousand kilometers because of the moon's tilted orbit (whereas Mun is literally on Kerbal's equator). To make up for this, I typically burn myself to a halt, burn to an interception path, and then painstakingly replicate Minmus' orbit. Eventually I end up running into Minmus almost directly.
This is, of course, an incredibly inefficient way of getting to Minmus. MechJeb translation never actually seems to get you to Minmus, as far as I can tell, so this is the only way I know how. I guess I'm just no good at managing a tilted orbit unless I'm literally in the orbit path, and almost at a complete halt in space.
My current rocket is called the Karcass IV.
Steam Support is the worst. Seriously, the worst
I can't remember the last time I laughed so hard at a video game
Ever tried. Ever failed. No matter. Try again. Fail again. Fail better
bit.ly/2XQM1ke
The other day I had no internet access, and I usually run KSP from Steam. Since I was being lazy, I just typed KSP on my Start menu search, and the exe showed up. However it was version 0.11.3x or something like that. Basically: Only Kerbin is there, you have like a total of 10 ship parts and there's no orbital map view, or persistence. You had to actually figure out what your A&P where.
so far I've built 4 booster towers around it to hold it steady, but usually something goes wrong and blows off half the rocket
use a ton of support struts, you can get just about any shaped rocket to work if you strap it together with enough of those.
In my own personal Kerbal insanity, I've been trying to see if I can do a round trip to the Mun and back with nothing but solid boosters.
I think this is going to take me forever, but having an insane goal is always fun.
Good luck, my friend, good luck.
(Please do not gift. My game bank is already full.)
Steam Support is the worst. Seriously, the worst
I'm using whatever the oldest version of MechJeb is that works with 0.16. Honestly, that might work, it's been a while since I tried (I usually handle translations manually, since the old software didn't do a good job even with Mun transfer).
Only to run out of fuel and see that you're going to miss the mun.
Even though the stage was set later, it still fired the dish off away into deep space, left me with a useless husk floating in orbit.
also what mods are fun but not stupidly broken?
Steam Support is the worst. Seriously, the worst
It's not a failed satellite launch, it's a successful deep-space probe mission!
it gets into orbit real easy, a little harder to get that orbit circular but I'm learning when to eject rockets to stop the thrust on the main body.
those 3 radial attached ones at the top stages are each on their own stage, with the radial decoupler another separate stage, so I can fire them for a short while than eject them off. I think I need more of them overall.
Got it into orbit around the Mun, but couldn't quite make it stable so it either crashes into the surface, or shoots off into an orbit around the sun.
32 solid fuel booster, 14 stages.
Steam Support is the worst. Seriously, the worst
http://kerbalspaceprogram.com/forum/showthread.php/16347-PLUGIN-PARTS-0-16-RemoteTech-Relay-Network-Debris-automation-–-V-0-3
This is a bit depressing, this guy manages to send a Kerbal to the Mun and back safely, by only launching debris.
I can't even land on the mun with a fully functioning rocket. FML.
When it had tailfins in the rear it wouldn't fly with a angle of attack less than 15%, but now it flies pretty nicely.
[edit] Is there a way to break with your landing gear? I seem to remember it but can't find it now.
(Please do not gift. My game bank is already full.)
Perhaps add some way to reverse thrust?
Somehow the crew module got clear and survived. You can climb that ladder on the fuel tank, to the Kerbal's left, by the way.
Thanks. Now I can flip my plane onto it's nose instead of veering off the runway. That's an improvement.
(Please do not gift. My game bank is already full.)
Yeah. This is apparently part of the standard procedure for getting the larger aircraft off the ground - use B to hold the wheel brakes while the engines spool up so that you can get off the ground before the runway ends.
That's also used for real planes.
Steam Support is the worst. Seriously, the worst
Yep. Someone needs to make a catapult launcher mod...that would be interesting.
(Please do not gift. My game bank is already full.)
What I really need though is if anyone knows a good design for something to tip it back onto it's bottom legs after it falls over.
Just extend my hardpoint/lander leg bit at the top to be longer maybe?
(Please do not gift. My game bank is already full.)
the 2 fuselages just absorb some of the impact. and all the landing gear is for protection if it tips over / trying to tip it back up.
I've been trying a flatter version, but I can't seem to get it to survive the high impact landings I need. But I may go back to it later if I can't get a reliable system in place to tip the rocket back up for the return.
and just ignore the decoupler/parachute thing on top, that was just for test drops in kerbal atmosphere to see how much impact it can take.