One more information you will need: If you are close (~3km or less) to another ship/kerbal floating in space, you can swap to and control it by using the ß key. This is necessary for the rescue missions, and it took me a while to find this small fact that is necessary to complete them.
Kerbal Space Program - Page 17
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Simberto
Germany11313 Posts
One more information you will need: If you are close (~3km or less) to another ship/kerbal floating in space, you can swap to and control it by using the ß key. This is necessary for the rescue missions, and it took me a while to find this small fact that is necessary to complete them. | ||
Millitron
United States2611 Posts
On August 22 2014 07:52 Simberto wrote: Yeah. There are a lot of missions that pay ridiculously low for what they need, and some that pay ridiculously good. Always take a very close look on what is expected. Testing a solid fuel booster at any place that is not landed should better give you a hefty sum, because you can't really do anything else with that mission. And make sure you use the staging to test stuff, i failed a few missions by using the parts manually or through action groups, which doesn't work. One more information you will need: If you are close (~3km or less) to another ship/kerbal floating in space, you can swap to and control it by using the ß key. This is necessary for the rescue missions, and it took me a while to find this small fact that is necessary to complete them. There's another option besides staging to test parts. If you right click on a part while the test parameters are filled, you should get a "Run Tests" option. | ||
tokicheese
Canada739 Posts
I've been doing a SSTO that can haul up a small satellite into LKO with only jet engines. A design similar to a U2 spy plane tons of air intakes and a single jet engine at the back. It costs 120000 credits including the probe and I recover 99000 once I land the plane at the KSC. The probe is Ion powered and is slow as hell but it gets the job done with something like 9000 Delta V. Building normal rockets is way too easy now so I have been obsessed with SSTO's | ||
felisconcolori
United States6168 Posts
On August 22 2014 10:44 tokicheese wrote: I'm sure they will tweak values for missions. I've been doing a SSTO that can haul up a small satellite into LKO with only jet engines. A design similar to a U2 spy plane tons of air intakes and a single jet engine at the back. It costs 120000 credits including the probe and I recover 99000 once I land the plane at the KSC. The probe is Ion powered and is slow as hell but it gets the job done with something like 9000 Delta V. Building normal rockets is way too easy now so I have been obsessed with SSTO's This is why the spaceplane/SSTO is such a holy grail for any space industry. The economic aspects are mouth watering. And it may get better when eventually they roll in the space plane mod to stock. Ion powered satellites can be done - I've put three into stationary orbits using only ions. It does, however, take a long time. | ||
tokicheese
Canada739 Posts
On August 22 2014 11:15 felisconcolori wrote: This is why the spaceplane/SSTO is such a holy grail for any space industry. The economic aspects are mouth watering. And it may get better when eventually they roll in the space plane mod to stock. Ion powered satellites can be done - I've put three into stationary orbits using only ions. It does, however, take a long time. SSTO's are the way of the future. My small probe had an hour long burn to get into Jool orbit.... Needless to say in true kerbal style I put some boosters on to cut down the time ![]() | ||
Simberto
Germany11313 Posts
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Millitron
United States2611 Posts
On August 22 2014 12:19 tokicheese wrote: SSTO's are the way of the future. My small probe had an hour long burn to get into Jool orbit.... Needless to say in true kerbal style I put some boosters on to cut down the time ![]() If its small enough, they generally don't need much monitoring. Just set a timer and go do something else for an hour. | ||
felisconcolori
United States6168 Posts
On August 23 2014 02:45 Millitron wrote: If its small enough, they generally don't need much monitoring. Just set a timer and go do something else for an hour. Alternately, if you're a real heathen like myself, you set up the burn using MechJeb and then watch Anime. In reality, Ion engines would be amazingly wonderful for a lot of uses, if only they had enough thrust to hit a decent acceleration. The ones we have now exert incredibly low amounts of thrust, which still isn't that bad - but they are a long way from use on a manned flight. (Constant acceleration transits can shave literally months off of a trip to Du-err, Mars, and free us a bit from the tyranny of needing specific planetary alignments. L'sigh.) | ||
tokicheese
Canada739 Posts
On August 22 2014 18:53 Simberto wrote: Yeah, that is the problem with Ion engines. Technically they would be ideal for pretty much any spaceship due to their high ISP, but you can't accelerate time during a boosting phase more than 4x, and thus they are reallly annoying to use because noone wants to sit at his computer for 15 minutes watching a bar go up while playing a game. There's a mod that gives you faster physics warping. People were using it to make Ion only SSTO's bearable lol. I've been stacking ion engines by putting cubic octagonal struts and attaching the ion engines to those. I don't clip them into each other so I usually end up with about 4 on the bottom of the science module. That way I have a whopping 8Kn of thrust instead of just 2. | ||
Millitron
United States2611 Posts
On August 23 2014 10:09 tokicheese wrote: There's a mod that gives you faster physics warping. People were using it to make Ion only SSTO's bearable lol. I've been stacking ion engines by putting cubic octagonal struts and attaching the ion engines to those. I don't clip them into each other so I usually end up with about 4 on the bottom of the science module. That way I have a whopping 8Kn of thrust instead of just 2. Ion engines have such a terrible TWR that adding more isn't really helpful for most uses. | ||
Broetchenholer
Germany1840 Posts
one quick question. How do i ge my burns to actual do what the manoever says? I am currently trying toorbit the moon and it gets a little frustrating. I've seen the tutrial on orbiting by Scott Manley, but he just randomly starts the burn seconds before the manoever. There probably is a good reason for that, but i don't understand it. My orbits usually go like that. I start going just up until 10k, then i slowly bring the ship int a 45° eastern angle, wait till the apo is at 100k, make a manoever there. Now, depending on things i don't understand, i end up with manoevers that reduce the periapsis to 80 and the apoapis to 120k or something similar. Sometimes it's better but it seems to be predefined how close to a circular orbit i can get. Then i try to guess how many seconds of my burn are half the distance and start burning t-those seconds in advance. Then i look at my actual orbit and it's fucked up, 170k to 80k or stuff like that. when i correct the orbit afterwards, it's mostly circular, but i lose too much fuel due to the adjustments. Any tips? | ||
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Epoxide
Magic Woods9326 Posts
On August 25 2014 01:49 Broetchenholer wrote: Hey fellow Rocket Scientists, one quick question. How do i ge my burns to actual do what the manoever says? I am currently trying toorbit the moon and it gets a little frustrating. I've seen the tutrial on orbiting by Scott Manley, but he just randomly starts the burn seconds before the manoever. There probably is a good reason for that, but i don't understand it. My orbits usually go like that. I start going just up until 10k, then i slowly bring the ship int a 45° eastern angle, wait till the apo is at 100k, make a manoever there. Now, depending on things i don't understand, i end up with manoevers that reduce the periapsis to 80 and the apoapis to 120k or something similar. Sometimes it's better but it seems to be predefined how close to a circular orbit i can get. Then i try to guess how many seconds of my burn are half the distance and start burning t-those seconds in advance. Then i look at my actual orbit and it's fucked up, 170k to 80k or stuff like that. when i correct the orbit afterwards, it's mostly circular, but i lose too much fuel due to the adjustments. Any tips? Lets say you set up a maneuver node, the estimated burn time is 2 minutes, then you should start burning 1 minute before time to maneuver node. So you burn 1 minute before and 1 minute after. | ||
nimbim
Germany983 Posts
Concerning the actual burn, there should be a timer for how long the burn will take. Simply divide by 2 and you know how much earlier you need to burn. In general, the shorter the burn, the higher your accuracy will be. It is btw completely common for maneuvers to not be entirely accurate in real life, that's why NASA etc plan ahead for 2-3 correction burns (if neccessary), although your problem seems to be more related to properly placing and executing the maneuver. Just don't expect perfect accuracy, even if you do it right. | ||
stenole
Norway868 Posts
Another way to achieve a circular orbit after takeoff is to watch the map screen while you burn and adjust your thrust so that the apolapse is always about 30 seconds ahead of you (you can use your nav ball by clicking the tiny tab at the bottom of the screen). Eventually you will need to speed up the time and make small thrusts. This gets you a circular orbit without wasting fuel. If you want to restrict how far up apolapse gets while still raising your periapsis you need to aim your nose slightly under the horizon on the nav ball and make the burn before apolapse (but this wastes fuel and is more a technique to compensate if you put your apolapse too high for whatever reason). On huge burns near planets and towards targets far away, you'll never get exactly the same trajectory that you mapped out with your manouver nodes. You'll need to learn how to make the right adjustments as you get closer to the target and you are less affected by gravity without being wasteful. I hope that is helpful to you. If you just want to make a circular orbit with no other concerns, you shouldn't need to use manouver nodes at all. | ||
Broetchenholer
Germany1840 Posts
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Broetchenholer
Germany1840 Posts
![]() Second thought, get there with a ship with more then one seat, but that seems hard as well, cause i would first have to earn a ton of science to get the 2,5m diameter parts and then create a whole new rocket :/ Any other options? | ||
Amui
Canada10567 Posts
On August 26 2014 07:07 Broetchenholer wrote: And another question by me ![]() Second thought, get there with a ship with more then one seat, but that seems hard as well, cause i would first have to earn a ton of science to get the 2,5m diameter parts and then create a whole new rocket :/ Any other options? If it's only 100m/s you can get out and push(EVA kerbal) once you're out of fuel. It'll take you about 10 minutes of pushing, but you can make it back to earth. Just make sure to not run out of kerbal juice(reenter capsule to refuel). | ||
Simberto
Germany11313 Posts
If you have a docking port on your lander, you can get it into munar orbit, and rendezvous with a new carrier vessel to carry it back to Kerbin. (This also allows to easily transfer fuel. If you have never docked anything before, i would highly suggest getting a docking alignment indicator mod because without it docking is just pure horror.) There is also a grappling arm in the base game, but i have never used it. If you do not have that, you could build a second ship, and land it close to there. I would suggest wheels on one of them to drive over, because distances on the ground are a lot bigger than they seem from space. Save often while driving on the Mun, shit tends to fall over. You could either put two capsules on it, and leave one empty for your heroic Kerbal, or if you already have remote tech, use a Stayputnik + Lander capsule for less weight (make sure that the capsule is empty when launching, the game has a tendency to fill them up randomly). You do not need 2.5m parts to get more than one person onto a rocket. You should be able to build one right now, even if it looks slightly ridiculous with two lander capsules on top of each other. For the actual landing close maneuver, try getting into an orbit that goes kind of close to the point you want to end at (best is already planning this when approaching the Mun, because turning an orbit around a lot is rather expensive fuelwise. Polar orbits go to every spot if you wait long enough), than kill lateral velocity when above it. (Basically, burn retrograde, but instead of aiming at the retrograde spot aim at the nearest blue/orange border of the steering sphere). Correct your approach while landing, because even a few km off is a lot of ground to cover on the surface. Remember to bring enough fuel, you probably won't be able to transfer. Edit: Oh, also you could consider a more fuel efficient return route, but i don't know if you could scrape off more than 100 m/s. The direction you launch from at the Mun is relevant and can save you a lot of fuel if you plan it correctly, also the point at which you burn to leave munar orbit is relevant too. Sadly i don't know which combination is ideal. And once you get into Kerbin orbit, the most fuel efficient way to land is to burn retrograde at apoapsis. All you need is to somehow lower your periaps below 70k, and you will eventually land due to air pressure. A bit lower is better though, so you don't have to do too many orbits to get caught in the atmosphere. | ||
felisconcolori
United States6168 Posts
On August 26 2014 07:07 Broetchenholer wrote: And another question by me ![]() Second thought, get there with a ship with more then one seat, but that seems hard as well, cause i would first have to earn a ton of science to get the 2,5m diameter parts and then create a whole new rocket :/ Any other options? There's no way to transfer fuel between two separate, distinct ships without either docking or the Kerbal Attachment System mod. (At least, that I have ever found.) A third option you might be missing is to launch the same ship (with maybe some extra fuel) empty but with a <s>drone controller </s> probe core attached. (Example, the Stayputnik or Octo cores.) Make sure to remove all crew before you launch (Kerbals like to sneak onboard), then launch and land within about 5 km of the original ship. (It's relatively easy to cover, if a little time consuming, using the Kerbal's backpack system.) Pushing is an option if you can get to orbit, but can be a pain if you accidentally tumble the craft. For epic recovery, I think there was a challenge that was proven theoretically possible of using the Kerbal's backpack system to get a rendezvous with an orbiting spacecraft from high elevation munar surface. ... sniped. | ||
Broetchenholer
Germany1840 Posts
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