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well Dongs November-8 proved to be the first Dongs-Series design capable of landing on and escaping lunar orbit
unfortunately it ran out of fuel 6 seconds into its 12 second deorbit burn, trapping them a million kilometers from Kerbin anyway
and now for some reason I can't even get the same design to achieve a viable orbit
fucking space what's its deal
When are you starting your gravity turn? How much throttle are you using on the first stage of ascent? Mastering the initial stage is really key to having enough fuel to do long maneuvers in space.
Also, if you orbit isn't perfectly circular around Kerbin, make sure you are doing your burn towards the Mun from periapsis. Your craft is travelling the fastest at that point which helps to break away from Kerbin. If that doesn't get you an encounter, just do some orbits of Kerbin until it does.
Alternatively, strap another mainsail engine + large fuel can to it.
Or 12.
Career mode, don't have access to mainsails yet and won't for a long time.
Also still the deadliest planet. (Besides Jool.) Meet the Ray Charles Probe (So named cause it ain't coming home no more, no more, no more, no more.)The probe sent transmissions from the upper atmosphere in the incredibly unlikely scenario of it being obliterated into dust upon landing. Or in the incredibly unlikely scenario of the landing legs breaking and it tipping over and destroying the radio antennae.
Good news: it did manage to land safely. Bad news: One of the two solar panel arrays broke off during landing. If the second one broke off as it deployed due to Eve's massive gravity and pressure, the probe would only have about a minute of power left and certainly wouldn't have enough to transmit all the data from the surface back to Kerbin.
Success! Things we learned. Eve's atmosphere has a composition very similar to paint thinner. The surface of Eve can reach temperature highs of over 150 degrees Celsius. The intense pressure on Eve can cause the mystery goo to crystallize. Purple is a pretty color. Also we got over 500 science from all the different transmissions.
so I've completed missions to and from Minmus and dropped probes on Duna and Eve and even docked together a rudimentary space station which I figure puts me at roughly the same level as the actual human space program
not really sure how I'm ever going to get anything back off the inner planets though
Ideally, it'd be nice to somehow trace out an arc with your normal / anti-normal vector so as to minimise energy loss to the prograde vector when trying to equalise your inclination at the ascending or descending nodes.
That is, I'd like a moving target on my navball so I could equalise easier.
I also wish I could get enough fuel into Kerbin's orbit to have a chance at any sort of interplanetary missions.
I mean, I'd really like to crash a probe into the sun. But completely annulling Kerbin's orbital velocity is -hard-.
Ideally, it'd be nice to somehow trace out an arc with your normal / anti-normal vector so as to minimise energy loss to the prograde vector when trying to equalise your inclination at the ascending or descending nodes.
That is, I'd like a moving target on my navball so I could equalise easier.
I also wish I could get enough fuel into Kerbin's orbit to have a chance at any sort of interplanetary missions.
I mean, I'd really like to crash a probe into the sun. But completely annulling Kerbin's orbital velocity is -hard-.
but... the maneuver node does move on your navball if you're missing the target heading?
also, as to your second objective, remember that you can achieve a very large relative velocity changes by falling towards Kerbin on a highly elliptical orbit. Consider launching to 270░ instead of 90░ if you haven't already.
The key to interplanetary missions is the atomic rocket. It's totally possible to send things to other planets without it, but if you have large payloads (Like a lander.) atomic rockets make life much easier.
Ideally, it'd be nice to somehow trace out an arc with your normal / anti-normal vector so as to minimise energy loss to the prograde vector when trying to equalise your inclination at the ascending or descending nodes.
That is, I'd like a moving target on my navball so I could equalise easier.
I also wish I could get enough fuel into Kerbin's orbit to have a chance at any sort of interplanetary missions.
I mean, I'd really like to crash a probe into the sun. But completely annulling Kerbin's orbital velocity is -hard-.
but... the maneuver node does move on your navball if you're missing the target heading?
also, as to your second objective, remember that you can achieve a very large relative velocity changes by falling towards Kerbin on a highly elliptical orbit. Consider launching to 270░ instead of 90░ if you haven't already.
The trouble with the maneuver node is that it only tracks one vector. So while if you miss the heading it moves, what I want is a display of my normal vector that moves whilst you're firing in the correct direction.
The most efficient way to change your inclination, I think according to my physics intuition, would be to always fire perpendicular to your current orbit, even as your orbit changes due to the firing, so you never add or subtract from your orbital velocity. But you can't do this with the maneuver node as the normal vector doesn't change according to the predicted change in orbit, and even if it did all the vectors are added together into a single vector in the end that will likely fight the prograde vector.
As a result, using the normal/antinormal vectors just causes the orbit to move along the elliptical tube of which the current orbit is the cross-section and the normal/antinormal vectors are the sides, and where all the resultant orbits will always pass through the maneuver node and the corresponding ascending/descending node on the other side of the orbit. This means that for large inclination changes you have to make multiple maneuvers or expend far too much fuel. Also 90 degree inclination changes are impossible in one maneuver.
incidentally, once you're actually in orbit it's a lot easier to finely correct your inclination/speed for meetup by just shutting off the engine and using RCS thrusters for everything
like, not just for the actual docking, but when you're on opposite sides of the planet
I'm agreeing with that post to make it seem like I understood more than a quarter of what you just said
This is what firing in the up/down directions during a maneuver does.
If you want to change inclination without heightening your apoapsis, you have to either create multiple small maneuvers or constantly turn during firing so that you're always firing straight "up" or "down".
(My directions in space are up/down, forward/backwards [prograde/retrograde] and in/out [towards the celestial body/away from])
Anybody have a news update about .23? the video isn't working for me and I'm having trouble finding anything else.
only information I found was that they're doing something to make long-term research installations (which I assume means space stations and bases) give science rewards in career mode
0
MetalbourneInside a cluster b personalityRegistered Userregular
My friend is working on a roguelike game you can play if you want to. (It has free demo)
+1
LuvTheMonkeyHigh Sierra SerenadeRegistered Userregular
So I picked this back up again with the science updates and whatnot. For some reason I am having large problems slowing down enough after returning to Kerbin from the Mun. I've tried some atmospheric braking but I still can't get velocity low enough for the parachute to not break at the deploy point.
So I picked this back up again with the science updates and whatnot. For some reason I am having large problems slowing down enough after returning to Kerbin from the Mun. I've tried some atmospheric braking but I still can't get velocity low enough for the parachute to not break at the deploy point.
Jeb is dead :c
Sounds like you're coming in too steep. Adjust your return trajectory so that the periapsis is about 25 km and you'll hit the atmosphere and slow down. If you have way too much energy, you may have to take another lap, but returning from the mun, I don't see that happening.
I usually deploy chutes right after the shock heating effect dissipates. Give them plenty of time to slow you down before deploying fully. If you're still having issues, try adding a drogue chute.
If you want to be really safe, set your kerbin periapsis to about 40km on your way back from mun
it'll take a couple loops but that'll aerobrake you to the point where you'll eventually be captured, and you'll be nice and slow by then
Last time I played this, I had just unlocked the science lab, and set one into orbit with two docking ports around mun. One port'll have a munar lander with science modules semipermanently docked to it; arriving kerbals will dock on the other side, EVA to the lander, land and do SCIENCE®, get back into orbit and dock, transfer the science to their arrival vehicle, use the lab to reset the lander's modules, then undock the arrival vehicle and head home
It sounds so genius in my head but oh my god docking
+1
MetalbourneInside a cluster b personalityRegistered Userregular
Once you get the hang of it, docking is amazing fun.
Oh I can do it well enough, it just turns me into a tiny little ball of stress and I can never seem to get the bloody RCS balance right even with RCSBuildAid so all my translations turn into torque and oh my god. Even that one mod with the improved docking UI doesn't help sometimes
Speaking of, I found out over break that I am genuinely afraid of trying to get a closer orbit to Kerbol, to get to one of the closer planets, say. Like, irrational god-fearing terror of seeing the burning star get any bigger, of fucking up and sinking into it
What a weird damned thing to be afraid of!
Ledneh on
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MetalbourneInside a cluster b personalityRegistered Userregular
Oh I can do it well enough, it just turns me into a tiny little ball of stress and I can never seem to get the bloody RCS balance right even with RCSBuildAid so all my translations turn into torque and oh my god. Even that one mod with the improved docking UI doesn't help sometimes
Speaking of, I found out over break that I am genuinely afraid of trying to get a closer orbit to Kerbol, to get to one of the closer planets, say. Like, irrational god-fearing terror of seeing the burning star get any bigger, of fucking up and sinking into it
Speaking of Moho... I just landed on the dark side of Moho going at 500m/s because I didn't bring enough fuel (As in, I used up two thirds of my lander's fuel in the orbiter stage.) and oh my god it was pitch black and then suddenly my lights showed the ground and suddenly I had to kill off hundreds of meters of velocity while getting ready to land and I didn't think I had a real shot in hell of landing it but... I DID IT. I had... like... a second of fuel left at full burn. I would post screenshots but Steam is acting up for me right now.
Posts
Career mode, don't have access to mainsails yet and won't for a long time.
I feel... so inadequate.
I got rocket envy.
Origin ID: Discgolfer27
Untappd ID: Discgolfer1981
http://www.youtube.com/watch?v=FCXMpWMEc1w
Yeah, Scott Manley is pretty smart.
even with added drama when I realized too late that I was landing on the side of a goddamn mountain
Eve is still the prettiest planet.
Also still the deadliest planet. (Besides Jool.) Meet the Ray Charles Probe (So named cause it ain't coming home no more, no more, no more, no more.)The probe sent transmissions from the upper atmosphere in the incredibly unlikely scenario of it being obliterated into dust upon landing. Or in the incredibly unlikely scenario of the landing legs breaking and it tipping over and destroying the radio antennae.
Good news: it did manage to land safely. Bad news: One of the two solar panel arrays broke off during landing. If the second one broke off as it deployed due to Eve's massive gravity and pressure, the probe would only have about a minute of power left and certainly wouldn't have enough to transmit all the data from the surface back to Kerbin.
Success! Things we learned. Eve's atmosphere has a composition very similar to paint thinner. The surface of Eve can reach temperature highs of over 150 degrees Celsius. The intense pressure on Eve can cause the mystery goo to crystallize. Purple is a pretty color. Also we got over 500 science from all the different transmissions.
Quick, throw one out out of the window for realism's sake!
THOSE ARE SO COOL
not really sure how I'm ever going to get anything back off the inner planets though
I'm probably gonna ferry a bunch of fuel tanks on my space station and then hook them all up to my manned mission
That speedrun
or rather, equalizing my orbital inclination is incredibly annoying
That is, I'd like a moving target on my navball so I could equalise easier.
I also wish I could get enough fuel into Kerbin's orbit to have a chance at any sort of interplanetary missions.
I mean, I'd really like to crash a probe into the sun. But completely annulling Kerbin's orbital velocity is -hard-.
but... the maneuver node does move on your navball if you're missing the target heading?
also, as to your second objective, remember that you can achieve a very large relative velocity changes by falling towards Kerbin on a highly elliptical orbit. Consider launching to 270░ instead of 90░ if you haven't already.
Mechjeeeeeeeeeeeeeb
Come to the dark side.
It makes you feel super astronauty. All planning maneuvers, then sitting back and sipping coffee while going "Yeah this should work"
this more complicating than you might expect when you're trying to keep your mid-stage spire from toppling over
this is the official logo for the National Reconaissance Office's latest satellite
The trouble with the maneuver node is that it only tracks one vector. So while if you miss the heading it moves, what I want is a display of my normal vector that moves whilst you're firing in the correct direction.
The most efficient way to change your inclination, I think according to my physics intuition, would be to always fire perpendicular to your current orbit, even as your orbit changes due to the firing, so you never add or subtract from your orbital velocity. But you can't do this with the maneuver node as the normal vector doesn't change according to the predicted change in orbit, and even if it did all the vectors are added together into a single vector in the end that will likely fight the prograde vector.
As a result, using the normal/antinormal vectors just causes the orbit to move along the elliptical tube of which the current orbit is the cross-section and the normal/antinormal vectors are the sides, and where all the resultant orbits will always pass through the maneuver node and the corresponding ascending/descending node on the other side of the orbit. This means that for large inclination changes you have to make multiple maneuvers or expend far too much fuel. Also 90 degree inclination changes are impossible in one maneuver.
like, not just for the actual docking, but when you're on opposite sides of the planet
the landing at about 28:00 is insane
This is what firing in the up/down directions during a maneuver does.
If you want to change inclination without heightening your apoapsis, you have to either create multiple small maneuvers or constantly turn during firing so that you're always firing straight "up" or "down".
(My directions in space are up/down, forward/backwards [prograde/retrograde] and in/out [towards the celestial body/away from])
only information I found was that they're doing something to make long-term research installations (which I assume means space stations and bases) give science rewards in career mode
I feel bad that I haven't been keeping up with kerbal news as much lately with other games like x rebirth and star bound taking up my time
http://youtu.be/EdcRtEE1NI8
oooohhhh snap
http://www.youtube.com/watch?v=H9NErtIq_GQ
Jeb is dead :c
Sounds like you're coming in too steep. Adjust your return trajectory so that the periapsis is about 25 km and you'll hit the atmosphere and slow down. If you have way too much energy, you may have to take another lap, but returning from the mun, I don't see that happening.
I usually deploy chutes right after the shock heating effect dissipates. Give them plenty of time to slow you down before deploying fully. If you're still having issues, try adding a drogue chute.
it'll take a couple loops but that'll aerobrake you to the point where you'll eventually be captured, and you'll be nice and slow by then
Last time I played this, I had just unlocked the science lab, and set one into orbit with two docking ports around mun. One port'll have a munar lander with science modules semipermanently docked to it; arriving kerbals will dock on the other side, EVA to the lander, land and do SCIENCE®, get back into orbit and dock, transfer the science to their arrival vehicle, use the lab to reset the lander's modules, then undock the arrival vehicle and head home
It sounds so genius in my head but oh my god docking
Speaking of, I found out over break that I am genuinely afraid of trying to get a closer orbit to Kerbol, to get to one of the closer planets, say. Like, irrational god-fearing terror of seeing the burning star get any bigger, of fucking up and sinking into it
What a weird damned thing to be afraid of!
If Moho can do it without falling in, so can you.