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[Kerbal Space Program] Shiny new thread! Desperately seeking pictures of rockets

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  • Void SlayerVoid Slayer Very Suspicious Registered User regular
    Also if you accidentally mis-stage and activate your parachutes (like I did while in orbit of the mun) you can manually drop their activation threshold altitude down to 0 until they need to deploy.

    He's a shy overambitious dog-catcher on the wrong side of the law. She's an orphaned psychic mercenary with the power to bend men's minds. They fight crime!
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    Note to self, don't attempt to EVA only 45k above the surface...

    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited January 2016
    Is there a way to get data from my science modules in to the cabin data storage without EVA'ing? Like a module I can research or something? I've got the bigger harddrive, so I assume that's so I can store more data (still need to figure out how to use it)...but my life would be much simpler not having to EVA down to the modules to pick up the data before re-entry.

    I'm consistently getting in a stable orbit now, with fuel to get home...so I'm going to start shooting for the moon here soon. Just a few more quality of life things to figure out before I start that adventure.

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • Gnome-InterruptusGnome-Interruptus Registered User regular
    GnomeTank wrote: »
    Is there a way to get data from my science modules in to the cabin data storage without EVA'ing? Like a module I can research or something? I've got the bigger harddrive, so I assume that's so I can store more data (still need to figure out how to use it)...but my life would be much simpler not having to EVA down to the modules to pick up the data before re-entry.

    I'm consistently getting in a stable orbit now, with fuel to get home...so I'm going to start shooting for the moon here soon. Just a few more quality of life things to figure out before I start that adventure.

    Most of the science stuff is very light, so you can keep it attached to your crew capsule and recover it at the same time.

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    MWO: Adamski
  • GnomeTankGnomeTank What the what? Portland, OregonRegistered User regular
    edited January 2016
    So I successfully got in to a stable orbit AND got home for the first time. Then failed hilariously at designing planes for a couple of hours. Figure I'll start working on a Mun intercept next, and then a Mun landing.

    e: Obligatory shot of Orbit II, the rocket that got me there and back again. She's not a looker, but she flies real purdy.
    SzpwM4y.png

    GnomeTank on
    Sagroth wrote: »
    Oh c'mon FyreWulff, no one's gonna pay to visit Uranus.
    Steam: Brainling, XBL / PSN: GnomeTank, NintendoID: Brainling, FF14: Zillius Rosh SFV: Brainling
  • FiendishrabbitFiendishrabbit Registered User regular
    I frequently stuff batteries and science modules into a service module and keep that attached all the way down.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • DivideByZeroDivideByZero Social Justice Blackguard Registered User regular
    I frequently stuff batteries and science modules into a service module and keep that attached all the way down.

    Nosecone chute
    Mk1 capsule
    -ox-stat solar panels on the sides
    -cheapo antenna
    Service bay with
    -Batteries
    -thermo/baro/grav/etc experiments
    -up to 4 goo cans depending on where we're going
    Heat Shield
    Decoupler

    Never, ever had issues with reentry heating on that setup. Just don't pop the chute until 250 m/s. If it doesn't stop you in time, come in shallower or stop reentering over the mountains

    The service bay doors double as landing gear too in case you insist on coming down over those mountains

    First they came for the Muslims, and we said NOT TODAY, MOTHERFUCKERS
  • StuffGuyStuffGuy Registered User regular
    So, I took some contracts in my career game that have me taking temperature readings while flying over the mun from above ~11 km. I've got no problems orbiting the mun, so I figured it would just be a matter of bringing enough fuel to make a couple inclination changes. However I'm finding it surprisingly hard to to get it so my orbit passes right over the target zones without doing a bunch of expensive burns which would probably limit me to hitting 1 site per trip. Anyone have a strategy for doing these and similar missions efficiently?

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Inclination changes close to a body always require a ton of fuel because of how fast you're moving.

    A lander with lots of spare fuel to hop around is the only realistic option for that purpose.

  • FiendishrabbitFiendishrabbit Registered User regular
    StuffGuy wrote: »
    So, I took some contracts in my career game that have me taking temperature readings while flying over the mun from above ~11 km. I've got no problems orbiting the mun, so I figured it would just be a matter of bringing enough fuel to make a couple inclination changes. However I'm finding it surprisingly hard to to get it so my orbit passes right over the target zones without doing a bunch of expensive burns which would probably limit me to hitting 1 site per trip. Anyone have a strategy for doing these and similar missions efficiently?

    The Mun rotates, so your orbit will slowly shift over time.
    All you need to do to hit multiple sites is to make sure that your orbit has enough latitude (closeness to the poles) to hit all sites and time will do the rest.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Right, or do the above. A polar orbit will eventually cover all of the Mun's terrain.

  • quarthinosquarthinos Registered User regular
    edited January 2016
    The third option is to go into a highly elliptical orbit (like to the edge of the SOI) and do your plane changes when your orbital velocity is like 10 m/s. For something like Eve, this is a much better option than landing and then taking off in a different plane. This is also the best time to put yourself into the polar orbit as per Fiendishrabbit suggested.

    quarthinos on
  • SupraluminalSupraluminal Registered User regular
    edited January 2016
    The Trajectories mod is almost mandatory for doing survey contracts without pulling your hair out. Set it to body-fixed mode and you'll see exactly where your craft will be in relation to the surface over the course of your next orbit. You will still need a lot of dV if you have major inclination changes to make, but it at least solves the problem of wasting a bunch of fuel on guesswork and last-minute course corrections.

    As far as engineering solutions go, I'm a fan of using a mothership loaded with very small probes to do multi-point surveys. It's pretty easy to make tiny probes with a couple km/s of dV, so all you really need to do in most cases is get your mothership into high orbit above the target body and drop a probe on each point. Sometimes it's easier to park the carrier in polar orbit and wait until things roughly line up, but even then at least you have a good deal of leeway to hit your target.

    Here's an (old and kind of outdated) example of the concept:

    LwxyiKx.jpg

    That one is built for use on Kerbin so the probes have to contend with an atmosphere. On the Mun they could be simpler and probably pack more dV, especially if you don't care about landing them safely.

    Supraluminal on
  • SatsumomoSatsumomo Rated PG! Registered User regular
    Those don't work when it asks you for a crew report, right? :(

  • InfamyDeferredInfamyDeferred Registered User regular
    Crew reports require a kerbal, yeah.

  • DacDac Registered User regular
    Oh my goooood.

    Well, another mod to get when I go home, I guess.

    Steam: catseye543
    PSN: ShogunGunshow
    Origin: ShogunGunshow
  • SupraluminalSupraluminal Registered User regular
    Satsumomo wrote: »
    Those don't work when it asks you for a crew report, right? :(

    No, but there's nothing stopping you from building crewed drop pods and leaving a dozen kerbals in tiny capsules orbiting for years at time until you need them! Unless you run one of the life support mods that cares about that kind of thing, anyway.
    Dac wrote: »
    Oh my goooood.

    Well, another mod to get when I go home, I guess.

    It's so good! One of my must-have mods. It makes it possible to do so much fun and exciting stuff.

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Satsumomo wrote: »
    Those don't work when it asks you for a crew report, right? :(

    No, but there's nothing stopping you from building crewed drop pods and leaving a dozen kerbals in tiny capsules orbiting for years at time until you need them! Unless you run one of the life support mods that cares about that kind of thing, anyway.
    Dac wrote: »
    Oh my goooood.

    Well, another mod to get when I go home, I guess.

    It's so good! One of my must-have mods. It makes it possible to do so much fun and exciting stuff.

    And if you do run one of the life support mods then it'll be a fun project to make a habitat space station to do the job with docked survey command pods hanging off every square inch.

  • chuck steakchuck steak Registered User regular
    Got a super noob question. How do I just land my pod safely, without the parachute blowing up? I'm following youtube tutorials to get the basics down, but the one I'm on now he goes straight up and then down, and deploys his parachute and lands safely, but this doesn't work anymore apparently? This is the tutorial I'm using, as recommended by somebody in the Steam thread:

    https://www.youtube.com/watch?v=MHt162az5Y8&list=PLYu7z3I8tdEkUeJRCh083UT-Lq5ZIKI75&index=3

  • SupraluminalSupraluminal Registered User regular
    Got a super noob question. How do I just land my pod safely, without the parachute blowing up? I'm following youtube tutorials to get the basics down, but the one I'm on now he goes straight up and then down, and deploys his parachute and lands safely, but this doesn't work anymore apparently? This is the tutorial I'm using, as recommended by somebody in the Steam thread:

    https://www.youtube.com/watch?v=MHt162az5Y8&list=PLYu7z3I8tdEkUeJRCh083UT-Lq5ZIKI75&index=3

    You might have better results if you angle your flight into an arc instead of just going up and down. Still aim to hit ~80km at apoapsis, but a shallower reentry should be easier on your craft.

    You can also reduce the amount of ablator carried on the heat shield; you'll never burn through the full load on a flight like this. (Right-click on it in the VAB and drag the bar around to set the amount.) This makes your craft lighter and will let the atmosphere slow you more rapidly. You could even try omitting the heat shield altogether - coming back from a low orbit/suborbital flight, it might not be necessary.

  • InfamyDeferredInfamyDeferred Registered User regular
    edited January 2016
    You have to wait until the staging icon isn't red. If you hit the ground before that happens, you need to bleed off more speed by taking longer to hit the ground, by taking a shallower path. Also make sure the pod is coming in butt first; if it flips over the pointy nose will reduce drag and you probably won't slow down in time. You can also add drogue chutes if they're available to you; they can handle twice the speed of a regular one. (You'll still need regular chutes though.)

    InfamyDeferred on
  • chuck steakchuck steak Registered User regular
    Thanks for the tips! I'll keep messing around until I get it. Even though I'm closely following tutorials and still failing, there is something very satisfying about this game. So glad you can just restart your flight over and over in career mode without losing funds and stuff.

  • InfamyDeferredInfamyDeferred Registered User regular
    Another thing you may see in outdated videos - anything that tells you to start turning at 10km is too outdated to use. The correct advice is to turn a couple degrees at 1km and let gravity do most of the work. Trying to push the nose 45 degrees all at once will make the rocket stall (oncoming wind stops moving smoothly over it and just smacks into the side).

  • SupraluminalSupraluminal Registered User regular
    Man, I've been recovering my boosters for years. SpaceX can get the hell off my lawn.

    Actually it was pretty damn cool that they managed that, and I have been toying with the idea of building a powered-descent first stage instead of using chutes like I usually do.

    I ended up doing exactly this and have been messing with powered-recovery first stages for the last few days. Here's probably my most refined one, puts 15t in orbit in two stages:

    ZjO5cOx.jpg

    Skipping over the unremarkable initial launch, here's me using the Trajectories mod (once again crucial to doing cool stuff) to execute a proper boost-back burn:
    mpIXYoy.png

    Descending on KSC:
    bDqNCPN.jpg
    kUO036w.jpg
    dL4uRlC.jpg
    Touchdown!

    For this one I handled the engines manually, but I later installed Throttle Controlled Avionics which makes the suicide burn at the end a lot easier to do safely and efficiently.

    It would be nice to be able to hit a target LZ more precisely, but Trajectories can't account for airbrakes and has some accuracy limitations anyhow. MJ's landing guidance doesn't seem to have a clue about how to do this kind of landing either.

    So far this has been an entertaining experiment, but it needs FMRS or something like it to actually be usable. Looks like FMRS isn't working right now or I'd try it out....

  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    mechjeb can do landings within a metre on nonatmospheric bodies but not with an atmosphere

  • quarthinosquarthinos Registered User regular
    edited January 2016
    Got a super noob question. How do I just land my pod safely, without the parachute blowing up? I'm following youtube tutorials to get the basics down, but the one I'm on now he goes straight up and then down, and deploys his parachute and lands safely, but this doesn't work anymore apparently? This is the tutorial I'm using, as recommended by somebody in the Steam thread:

    https://www.youtube.com/watch?v=MHt162az5Y8&list=PLYu7z3I8tdEkUeJRCh083UT-Lq5ZIKI75&index=3

    That video was fine when it was made, and Scott Manley's videos are generally awesome. The problem is that that particular video was done before the major atmosphere model change that was made for the 1.x releases.

    quarthinos on
  • DhalphirDhalphir don't you open that trapdoor you're a fool if you dareRegistered User regular
    Pretty sure Scott Manley made a new series of videos for 1.0+

  • chuck steakchuck steak Registered User regular
    quarthinos wrote: »
    Got a super noob question. How do I just land my pod safely, without the parachute blowing up? I'm following youtube tutorials to get the basics down, but the one I'm on now he goes straight up and then down, and deploys his parachute and lands safely, but this doesn't work anymore apparently? This is the tutorial I'm using, as recommended by somebody in the Steam thread:

    https://www.youtube.com/watch?v=MHt162az5Y8&list=PLYu7z3I8tdEkUeJRCh083UT-Lq5ZIKI75&index=3

    That video was fine when it was made, and Scott Manley's videos are generally awesome. The problem is that that particular video was done before the major atmosphere model change that was made for the 1.x releases.

    I was able to make it work by going up at a slight angle, thanks to the advice in this thread.

    Would you recommend I find another more updated set of tutorials, or should I be fine just continuing with those ones, and go to google or here when things don't work as explained?

  • Nova_CNova_C I have the need The need for speedRegistered User regular
    The days of the 119 G deceleration are gone, gone forever! :(

    I think that was my record, anyway.

    I ended up not able to wait for 1.1 to start playing again and I'm still defaulting to how I used to build rockets. It's fine most of the time, but I can't get away with some of the shit I used to pull, so I had a couple.......accidents.

  • lowlylowlycooklowlylowlycook Registered User regular
    We don't call those accidents. We call them experiments. Scientific rocket experiments.

    Don't you feel better already.

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    (Please do not gift. My game bank is already full.)
  • lowlylowlycooklowlylowlycook Registered User regular
    edited January 2016
    Guys, ballistic EVAs on Minmus are pretty awesome.

    Now should my next step be to try and make a rover or to head out to Duna and Ike? The lack of reasonable ways to stow a rover always bugs me.

    lowlylowlycook on
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    (Please do not gift. My game bank is already full.)
  • InfamyDeferredInfamyDeferred Registered User regular
    edited January 2016
    I've never had luck with rovers on minmus (they just wig out and tumble in slow motion), unless you count rocket rovers with unpowered plane wheels. Those can be fun to roar across the flats with, just... don't try to steer if you don't want to eat dirt. Planning to land one on the Mun in my current game but I don't have the parts yet or advice on stowing them. Fairings would be my guess though.

    InfamyDeferred on
  • Commander ZoomCommander Zoom Registered User regular
    My "rover" on Minmus, last game, was actually an RCS sled.

  • ElvenshaeElvenshae Registered User regular
    Minmus rovers need downward-facing ion engines to help with grip.

  • FiendishrabbitFiendishrabbit Registered User regular
    Elvenshae wrote: »
    Minmus rovers need downward-facing ion engines to help with grip.

    For minmus and Ike it's a lot easier to just jump around with your entire 60-ton mining/science craft (reducable to maybe a third of that if you don't feel an overwhelming need to fulfill "establish a science base on Minmus" at the same time.).
    Xenon is OK, but you can't refuel it.

    "The western world sips from a poisonous cocktail: Polarisation, populism, protectionism and post-truth"
    -Antje Jackelén, Archbishop of the Church of Sweden
  • lowlylowlycooklowlylowlycook Registered User regular
    Am I doing something wrong when the symmetry gets messed up in the hanger or is it a bug? Sometimes it wants to apply rocket symmetry in there and then I have a situation where one wing has the landing gear in the right place and the other has it on top of the plane. Which, yeah, depending on the landing might actually save a Kerbal's life but it's not what I'm attempting.

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    (Please do not gift. My game bank is already full.)
  • PrimePrime UKRegistered User regular
    edited January 2016
    I bought this over Christmas while it was cheaper than normal. Loaded it up briefly but didnt give it much time until this weekend.

    My greatest achievement last night was getting an unmanned probe to the Mun, land, do some science and return safely.

    But then I got cocky. A manned mission went up next. Got to the Mun, EVAd around, planted a flag, screen shots, got in for the trip home and ran out of fuel to bring my orbit to reentry...poor Bob, the first Kerbal on the Mun yet destined to be forever alone.

    I would mount a rescue operation until I realised I have no idea how to accurately match orbits with a tiny tiny craft...suggestions? Or is he destined to stay there forever?

    *Salutes*
    1_Bob.jpg


    Prime on
  • ElvenshaeElvenshae Registered User regular
    @Prime get out and push at apoapsis. You just need to get your periapsis below 70k and he'll get home eventually.

  • TerrendosTerrendos Decorative Monocle Registered User regular
    Am I doing something wrong when the symmetry gets messed up in the hanger or is it a bug? Sometimes it wants to apply rocket symmetry in there and then I have a situation where one wing has the landing gear in the right place and the other has it on top of the plane. Which, yeah, depending on the landing might actually save a Kerbal's life but it's not what I'm attempting.

    There is a key to switch between radial and mirror symmetry. I forget which one, but you can look it up online. I think it's like F or R.
    Prime wrote: »
    I bought this over Christmas while it was cheaper than normal. Loaded it up briefly but didnt give it much time until this weekend.

    My greatest achievement last night was getting an unmanned probe to the Mun, land, do some science and return safely.

    But then I got cocky. A manned mission went up next. Got to the Mun, EVAd around, planted a flag, screen shots, got in for the trip home and ran out of fuel to bring my orbit to reentry...poor Bob, the first Kerbal on the Mun yet destined to be forever alone.

    I would mount a rescue operation until I realised I have no idea how to accurately match orbits with a tiny tiny craft...suggestions? Or is he destined to stay there forever?

    *Salutes*
    1_Bob.jpg


    Match orbits by first getting your rescue ship on the same inclination as the marooned one. Get this info by right clicking the stranded vessel and setting it as target, then maneuver on the ascending or descending node to correct. Be in a significantly higher or lower orbit. With the other vessel as target, make a maneuver node to bring your orbit into intersect with the target's orbit. You will see some arrows indicating the relative position of each ship when the two orbits cross. Drag the node around the orbit and adjust the burn until those arrows are very close, then execute the burn.

    When the ships get close, the nav ball will switch to Target mode, but you can click on the velocity to change this manually. Burn retrograde to target velocity to cancel out your relative speed. Execute a small burn to bring yourself closer and a counterburn to stop, repeat as necessary.

    You don't need to get precise here since the EVA suit has a good bit of delta v. However it's good practice because when you start docking you will be doing this a whole lot.

  • PrimePrime UKRegistered User regular
    edited January 2016
    I actually found the in game scenario on docking helped with this. I get the matching inclination and setting the intersect (although mine seems to bug out and the arrows jump in an out all the time making it quite hard to see).

    I can get to this bit fairly OK. I can even slow down my relative speed by switching to target and retrograde for a bit. But they will still only intersect for a very brief time...do I just have to be quick?
    Elvenshae wrote: »
    @Prime get out and push at apoapsis. You just need to get your periapsis below 70k and he'll get home eventually.

    Ha! Thats good. Maybe as a last resort.

    Prime on
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