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Re: Kerbal Space Program, Revisited.

Posted: 2013-06-21 05:36am
by PeZook
This will change when you're flying an airship in Jool's upper atmosphere.

You know you want this!

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-21 06:52pm
by Imperial528
I kind of cheated by launching this via Orion, but that was just to get it to solar orbit. It's a kethane depot, currently weighing at about 49.51 tons. Orbiting Ike because gravity is easy there:

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Re: Kerbal Space Program, Revisited.

Posted: 2013-06-22 12:38pm
by TimothyC
I finally have docking. Yes, I am that sad and pathetic.

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The main station module has the new Wet Workshop mod as it's main compartment. The RCS tanks are from the KSPX mod (as are the short RCS tanks on the orbiters, the large SAS modules, and the large battery on the station).

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-22 02:44pm
by Eternal_Freedom
Well, my Lightspeed Prototype topped out at just under 1% of c, and poor Jebediah is now screaming his way past Eeloo's orbit. I think I'll leave the Orions in the barn for now.

In other news, have now mastered orbits to the point of achieving stable orbits every time, barring some rocket-related failure. I've sent Kerbals around the Mun, the mission which showed me the wonders of the NERVA engine in the stock game. Next effort is to get docking sorted so I can go and retrieve the aforementioned Kerbals.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-22 04:22pm
by Serafina
Is anyone else doing gravity assists, by the way? By now i tend to slingshot around the Mun on most on my extra-Kerbin missions, it just saves pretty significant amounts of delta-V.

It's not really complicated either - just put your vector so that you get into the Muns influence, but without getting captured. It's almost guaranteed to give you an extra bit of delta-V - while it's possible to use gravity assists to slow down, that tends to be lot more difficult (i'm still practicing that around Jool, using its moons to slow down).

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-22 04:48pm
by PeZook
I am just about to try it on the outbound leg of my Eve mission, actually, though I'm worried the lack of precision will mean I'll waste more delta-v than I've saved during correction burns.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-22 07:17pm
by TimothyC
Serafina wrote:Is anyone else doing gravity assists, by the way? By now i tend to slingshot around the Mun on most on my extra-Kerbin missions, it just saves pretty significant amounts of delta-V.

It's not really complicated either - just put your vector so that you get into the Muns influence, but without getting captured. It's almost guaranteed to give you an extra bit of delta-V - while it's possible to use gravity assists to slow down, that tends to be lot more difficult (i'm still practicing that around Jool, using its moons to slow down).
Pezook is right, the amount of DeltaV you buy tends to not be worth more than the extra you need for course corrections unless the timing is perfect. For slowing down, Aero-braking is very useful to complete a capture.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-22 08:46pm
by Simon_Jester
In real life, gravity-assists are planned out years in advance by teams of NASA astrodynamicists with supercomputers; it's no wonder that we can't do it by the seat of our pants in KSP.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-23 06:19am
by Vanas
TimothyC wrote:I finally have docking. Yes, I am that sad and pathetic.
To be fair, I've not docked anything yet. I've just sent up a docking testbed thing, but as ever, I'm doing everything with no plan, clue or autopilot, so it should be interesting.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-29 05:01am
by Grumman
I'm having another go at building my first space station, and this is the first module. It features twelve micro-rockets, each of which weighs 300 kilograms and is capable of safely delivering a Kerbal from Low Kerbin Orbit to the surface.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-29 08:26am
by Zaune
Well, I got Jeb to the Mun. He doesn't have enough fuel to get back off again, and I've yet to replicate the feat of entering a stable Munar orbit, but the lander's on the surface and more or less in working order.

Also, I've learned that gravity turns aren't all they're cracked up to be; if your rocket has even slightly imperfect flight characteristics it tends to result in unplanned lithobraking.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-29 10:26am
by TimothyC
Zaune wrote:Well, I got Jeb to the Mun. He doesn't have enough fuel to get back off again, and I've yet to replicate the feat of entering a stable Munar orbit, but the lander's on the surface and more or less in working order.

Also, I've learned that gravity turns aren't all they're cracked up to be; if your rocket has even slightly imperfect flight characteristics it tends to result in unplanned lithobraking.
The main thing to do is make sure your center of drag is aft of your center of mass. Sometimes this means that you have larger fins on your first stage that you don't always need.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-29 01:00pm
by Zaune
Huh. I thought the ideal was for the centre of lift exactly dead-on or slightly in front of the centre of mass.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-29 01:24pm
by Grumman
Zaune wrote:Huh. I thought the ideal was for the centre of lift exactly dead-on or slightly in front of the centre of mass.
No. Think of it like a parachute - the centre of mass wants to keep going at the same speed, while the centre of drag wants to go more slowly. If the back of the rocket is trying to go faster than the front of the rocket, it is inclined to flip, making it less stable.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-29 01:32pm
by Zaune
Okay, that makes sense. Thanks.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-29 01:55pm
by TimothyC
Zaune wrote:Okay, that makes sense. Thanks.
It follows also that you want your center of lift aft of your center of mass because if the CoL is forward of the CoM, your plane wants to pitch up uncontrollably. don't forget to think about how the the CoM changes as the fuel gets burned.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-30 10:21am
by Grumman
I've just landed my second rover on the Mun, after the first was destroyed in a freak handbrake accident. This is the rocket that got it there.

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-30 10:31am
by Zaune
So... Guessing you don't have the improved aerodynamics mod installed?

Re: Kerbal Space Program, Revisited.

Posted: 2013-06-30 10:37am
by Grumman
No, I don't. The only mod I have is the Kerbal Engineer, to do the work of calculating rocket stats for me.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-03 11:38am
by Zaune
First successful Mun landing and return! Hell yeah!

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-04 07:38am
by Grumman
Space Station Goliath is up and running. It weighs 70 tons, and was delivered to orbit by three 40-ton turborockets.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-04 07:44am
by PeZook
I really love the microrockets, but I can't help but wonder if the chutes don't rip the girders off when they deploy.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-04 08:26am
by Grumman
PeZook wrote:I really love the microrockets, but I can't help but wonder if the chutes don't rip the girders off when they deploy.
It hasn't been a problem so far. Mk 1 command pods are capable of landing with a single Mk 16 chute, and the microrockets only weigh a third as much. They just don't have enough inertia to fail in such a manner. Here's proof, from the first manned test.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-11 11:25am
by Grumman
Just a heads up: The next patch (0.21) is probably going to be out next week, and it will break save game compatibility. They're changing how the game keeps track of your Kerbanauts and improving the Mun terrain, so if you want your stuff to carry over you might need to do some tinkering or copying and pasting to get things working.

Re: Kerbal Space Program, Revisited.

Posted: 2013-07-11 04:42pm
by Marko Dash
ASAS is also getting reworked, IIRC the ASAS part itself is going away and the function will be integral to the pods. the way it acts is also being changed so that it doesn't over react when it's close to the set heading, so control surfaces won't flap around endlessly, and it wont waste as much RCS fuel.