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You only need to get below 1million km to get "near the sun" science.
Most efficient way is to escape from Kerbin to raise your solar apoapsis. The higher your apoapsis, the less fuel it costs to lower your periapsis. Getting close to the sun and returning to Kerbin is possible with less than 7km/s delta v from LKO. (You can probably do it with a lot less)
Oh and Ion Engines have really bad thrust:weight ratio, so using more than 1 is super inefficient.
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On January 19 2014 03:23 nimbim wrote: You only need to get below 1million km to get "near the sun" science.
Most efficient way is to escape from Kerbin to raise your solar apoapsis. The higher your apoapsis, the less fuel it costs to lower your periapsis. Getting close to the sun and returning to Kerbin is possible with less than 7km/s delta v from LKO. (You can probably do it with a lot less)
Oh and Ion Engines have really bad thrust:weight ratio, so using more than 1 is super inefficient. The four Ion Engines are more a testament to "I really don't want this trip to take 80 hours of manual acceleration". The weight of them isnt really an issue since I'm just using a booster designed to carry a lot more weight into orbit, then using ions from there. But thanks for the advice, i'll try to stay around 900,000km above the sun and return home, with a manned mission to follow if it works
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Ion engines are nice, but there are drawbacks to their use - especially since their thrust is so low, any burn using them is going to take hours if not days and the best you can do is 4x time warp while under acceleration. (Assuming, of course, your ship is stable enough to not shake apart under time acceleration that high.)
Ion engines are great things, but seem like a strong argument for MechJeb.
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Anyone wanna take a wild when Squad will put this game into beta and when they're gonna release it?
I mean, if the game is this fun, polished and addicting when it is only in alpha, I can't imagine what the final product will look like. Or is KSP the new DotA2?
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On January 26 2014 23:56 WindWolf wrote: Anyone wanna take a wild when Squad will put this game into beta and when they're gonna release it?
I mean, if the game is this fun, polished and addicting when it is only in alpha, I can't imagine what the final product will look like. Or is KSP the new DotA2?
I don't think they have a firm timeline nailed down - and it's only on 0.23. I'd expect at least another year, they have a lot of things they are looking at doing (implementing economic costs, refining science, etc).
It is pretty awesome for an alpha, but then I think they focused on getting a decent core to the game (building/flying) and are adding around that while tweaking. If all people ever want to do is Sandbox mode, the game is pretty much done.
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A downloadable mission pack, made in partnership with NASA, is in the works that will allow players to put Kerbals on an asteroid. It will be one of the most complex and dangerous missions in an already difficult game.
Players will first have to launch a spacecraft to fly alongside the asteroid, the equivalent of parallel parking one missile next to another. Then they will have to push the giant rock into a stable orbit around the Kerbal's home planet without creating an extinction-level impact below. Finally, they'll need to safely land on it. http://www.polygon.com/features/2014/1/27/5338438/kerbal-space-program
I just wonder if it will be integrated into career mode or become a mission like the tutorials.
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+ Show Spoiler + I'm on the mun. Can I make it back to Kerbin with this or do I need a rescue mission (It's career BTW)
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On January 30 2014 19:12 WindWolf wrote:+ Show Spoiler +I'm on the mun. Can I make it back to Kerbin with this or do I need a rescue mission (It's career BTW)
Hmm. I think so. It takes less dV to return from the Mun than to get there - mostly because you only need to escape the Mun back into Kerbin such that your Kerbin orbit has a periapsis under 29km. (You aerobrake to your landing, and it looks like you've got a parachute ready.)
There's a trick to it - a specific direction to burn. lemme see.
"To get back to Kerbin the easiest way (as suggested by Scott Manley) is to burn prograde at the point in your orbit where you're moving opposite to the direction the Mun is going in its orbit around Kerbin. If you are orbiting around the Mun in the same direction as the Mun is around Kerbin, then burn prograde when you are between Mun and Kerbin, otherwise you need to burn prograde on the far side of the Mun."
Handy Wiki info
I think your fuel level should be okay, although it may be tight.
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I think it's enough. Only way to know for sure is calculating delta v or quicksaving. I recommend MechJeb or KerbalEngineer to avoid confusion about remaining delta v.
That linked info in the wiki is pretty questionable.
Your most efficient return begins from a very low orbit (7km), not a 200km one. Get only enough vertical velocity to not crash into a crater's edge and turn directly east. Keep your apoapsis as low as possible to save some fuel.
You can also return directly from the surface (assuming you are landed more or less equatorial), using the same launch profile but accelerating to escape velocity. + Show Spoiler +
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On January 30 2014 20:48 felisconcolori wrote:Show nested quote +On January 30 2014 19:12 WindWolf wrote:+ Show Spoiler +I'm on the mun. Can I make it back to Kerbin with this or do I need a rescue mission (It's career BTW) Hmm. I think so. It takes less dV to return from the Mun than to get there - mostly because you only need to escape the Mun back into Kerbin such that your Kerbin orbit has a periapsis under 29km. (You aerobrake to your landing, and it looks like you've got a parachute ready.) I have 3 parachutes The SC-9001 gets destroyed with only 1 parachute (tested this on Kerbin before going onto the mission properly), so I added two more There's a trick to it - a specific direction to burn. lemme see. "To get back to Kerbin the easiest way (as suggested by Scott Manley) is to burn prograde at the point in your orbit where you're moving opposite to the direction the Mun is going in its orbit around Kerbin. If you are orbiting around the Mun in the same direction as the Mun is around Kerbin, then burn prograde when you are between Mun and Kerbin, otherwise you need to burn prograde on the far side of the Mun." Handy Wiki infoI think your fuel level should be okay, although it may be tight. It's a bit tight on fuel, yes, but I think that I'm burning it inefficiently when trying to re-orbit Mun. Any tips on what I should do on what heights.
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The above should work too. The wiki page is pretty basic and "safe" when it comes to flying. Nimbim's comment on possibly taking off and returning directly from the surface is also not a bad idea.
I usually over-engineer heavily and don't run into fuel problems in-system with Kerbin. Depending on where you are on the Mun, the only suggestion I have is to take off and try to maintain a decent gradual turn to the horizon as soon as possible. You can either enter into a low orbit or just keep burning until you escape the Mun. As Nimbim says, make sure you clear any crater rims or mountains.
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I got home! It was tight, but Merlong Kerman is now home safe and sound. And dat jucy science man. Dat science!
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Magic Woods9326 Posts
I bought this game long ago during a summer sale, just recently started playing it. The learning curve was a bit steep, but as fast as I got a hang of the maneuver tool it got a lot more fun. Currently building a space station! Definitely recommend the game to anyone willing to invest some time to learn it.
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On February 04 2014 08:42 Epoxide wrote: I bought this game long ago during a summer sale, just recently started playing it. The learning curve was a bit steep, but as fast as I got a hang of the maneuver tool it got a lot more fun. Currently building a space station! Definitely recommend the game to anyone willing to invest some time to learn it. Space station already? I'm just preparing my journey to Nimbus.
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Magic Woods9326 Posts
On February 04 2014 13:47 WindWolf wrote:Show nested quote +On February 04 2014 08:42 Epoxide wrote: I bought this game long ago during a summer sale, just recently started playing it. The learning curve was a bit steep, but as fast as I got a hang of the maneuver tool it got a lot more fun. Currently building a space station! Definitely recommend the game to anyone willing to invest some time to learn it. Space station already? I'm just preparing my journey to Nimbus. After I learned how to use the maneuver tool I got to the moon on the first try, without any asparagus design. Landed on Minmus too. Just got the docking ports so feeling like that's what I want to do. I have the nuclear rocket so I can go to Duna no problem though.
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Blazinghand
United States25550 Posts
So I was testing out a new dockable rocket for bringing kerbals up to a space station, and lo and behold, the thing flew apart as it launched
+ Show Spoiler +
I hadn't remembered to make an abort sequence, but the very last "stage" of all my rockets is "detach everything and deploy parachutes" so I mashed spacebar hoping to save the lives of my brave astronauts!
+ Show Spoiler +
yay!
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Out of curiosity, what mods to people use.
Current I'm using KW rocketry, editor extensions(great functionality), orbital construction re-redux(because sending 300T of material to LKO at once is easier than sending 300T of spaceship), FAR and joint reinforcement and mechjeb. I used to use B9, but it was starting to get unstable due to the RAM limitations.
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No mods at all. That's how awesome the base game is despite only being in alpha!
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I tried KW rocketry with my current career save. Besides that I use Docking Port Alignment, MechJeb, Enhanced Navball and Kerbal Alarm Clock.
KW rocketry seems overpowered. Not as ridiculous as some other part mods, but still superior to the stock engines.
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