There's a SpaceX-styled scenario where you've got to pilot a booster to a safe landing. But there's not really any stock way to recover boosters you jettison from your spacecraft. You can attach probe cores to all of them and switch between each in flight, but that's not really practical.Can you build returning stages ala SpaceX?
Can you build returning stages ala SpaceX?
Drogues are also available much earlier in the career tech tree now, so that's coolReally, the most jarring thing is that it doesn't seem like I can slow down enough to safely deploy a regular parachute before crash landing anymore without taking a very shallow reentry path. Not really a complaint. Just not the way I remember it. At least the drogues have a use now, I guess.
What are you trying to re-enter with? A Mk1 command pod should be able to handle that easily (I just tried it). A service bay has kind of absurd heat tolerance, so that should be able to take it too.
I don't know if it will help with that specifically, but I found this on their tech support forum:
Are there any options for auto pilot?Yes, although you can only command one ship at a time, which makes staging tricky. You have to get your 2nd stage into a stable orbit before the 1st stage starts to re-enter, or you'll lose one of the stages.
Curious, how often do you guys use lander cans? In 200+ hours I've never used one. Specifically curious if you use it as the sole command pod in a ship, or if you actually do the separate command pod + lander setup. It seems like the latter method, which is obviously how it was done with the Apollo missions would actually be worse in Kerbal. It would be extra weight on the launch pad for the docking ports and separate fuel tanks and engines. As well as what is probably a waste of fuel to rendezvous unless you were very good at it, or set it up perfectly.
Curious, how often do you guys use lander cans? In 200+ hours I've never used one. Specifically curious if you use it as the sole command pod in a ship, or if you actually do the separate command pod + lander setup. It seems like the latter method, which is obviously how it was done with the Apollo missions would actually be worse in Kerbal. It would be extra weight on the launch pad for the docking ports and separate fuel tanks and engines. As well as what is probably a waste of fuel to rendezvous unless you were very good at it, or set it up perfectly.
The dV requirements getting around the Kerbol system are so much lower than the real real thing, it's not really necessary to make separate landing/orbiting parts for mun missions. There are all sort of realism mods that make the game harder, which force you to use such strategies.
Out of curiousity, what would be dV to get to earth's orbit and then to the moon?
Thanks. Few years ago I would remember thathttp://i.imgur.com/AAGJvD1.png
9,400m/s to LEO
+3,260m/s to Lunar intercept
+ 680m/s to LLO
+1,730m/s to landing
= 15,070m/s
This includes aerodynamic and gravity losses
compared to the Kerbol system:
http://www.kingtiger.co.uk/kingtiger/wordpress/wp-content/uploads/2014/02/KerbinDeltaVMap.png
= 6,260m/s to land on the mun
I am assuming the ascending and descending node represent points where our orbits are closest and the closest approach figure means basically what it says, our closest distance at this point.
Orbital rendezvous help.
Orbital rendezvous help.
The underlined part sounds backwards to me. You want to burn retrograde in target mode to reduce your relative velocity.After making the burn, get ready to match orbits. At closest approach, burn retrograde (that's relative to your orbit, not to the target) until your relative velocity is close to 0m/s.
The underlined part sounds backwards to me. You want to burn retrograde in target mode to reduce your relative velocity.
To me it looks like you guys are making it very complicated...
1. Get to orbit - i prefer it to be narrower.
2. Make sure you are more or less between target and planet - object on the lower orbit will catch up.
3. Match inclination (so that orbits are parallel).
4. Add maneuver so that separation while crossing the orbit is <5km. Burn carefully. You can correct it after the burn.
5. switch the navball to the target mode. when you are close to the point with close flyby, exit the map, point your ship retrograde (in target mode) and burn untill you kill relative speed to 0. Ideally you have 0 relative speed at <5km from the target.
6. then approach carefully. make sure you rotate the ship with rcs off. use rcs only to go forwards/backwards relative to the target.
Navball icons are very important in this. In target mode:
target/antitarget - points directly to/from the target
prograde/retrograde - points in the direction of your speed/against it - relative to the target which is very important and super usefull.
Not long time ago I also was having hard time with it - after it clicked it is still not very easy and requires concentration, but all comes naturally.
I know Squad has a bit of a philosophical opposition to the idea of achievements, so this is somewhat unusual. Are achievements mandatory for the platform with the consoles or something?
I know Squad has a bit of a philosophical opposition to the idea of achievements, so this is somewhat unusual. Are achievements mandatory for the platform with the consoles or something?
God you're right. I've been making it difficult for myself for YEARS. Years.I guess if you have an ideal intercept, they'd actually be the same direction. But doing it in target mode allows you to easily cancel out any additional radial or normal velocity that you might have relative to the target at the same time. Plus you can just keep an eye on your velocity to reach 0 instead of trying to match orbits on the map
God you're right. I've been making it difficult for myself for YEARS. Years.
I'm struggling with my rocket flipping and sweeping all over the place at launch. I thought the center of lift and thrust needed to be lower than the center of mass, so that's how I designed this, but it just isn't very stable on take-off. Here's a photo. It can get to orbit, but not gracefully. I enabled the icons for center of thrust, lift, and mass.
I'm struggling with my rocket flipping and sweeping all over the place at launch. I thought the center of lift and thrust needed to be lower than the center of mass, so that's how I designed this, but it just isn't very stable on take-off. Here's a photo. It can get to orbit, but not gracefully. I enabled the icons for center of thrust, lift, and mass.
I'm struggling with my rocket flipping and sweeping all over the place at launch. I thought the center of lift and thrust needed to be lower than the center of mass, so that's how I designed this, but it just isn't very stable on take-off. Here's a photo. It can get to orbit, but not gracefully. I enabled the icons for center of thrust, lift, and mass.
Eve lander is impossible. with 5 mainsail engines I get thrust-to-weight around 1.2 (IIRC) and 1 minute burn. Dammit. I guess I need around 5 minutes to get through this atmosphere...
Getting better thrust to weight is usually more about weight than thrust. Consider a modular lander with an ascent stage that jetisons all of your landing gear, empty tanks, and science experiments. Also, you'll probably need to leave your transfer vehicle in orbit and do a rendezvous rather than taking all that fuel down and back up again.
Really wish that docking ports had an option to force alignment. Is there a mod that allows me to snap docked ships into 0, 90, 180* angles?
Nearly impossible to do well enough when constructing stations with multiple connections. Wobble kicks in badly.It's called "flying straight", son.
Really wish that docking ports had an option to force alignment. Is there a mod that allows me to snap docked ships into 0, 90, 180* angles?
Yeah, it's just the 1 or 2 degree differences that start to build up when building megastructures...Several of the docking helpers have alignment indicators that make getting the alignment correct much easier. Docking Port Alignment Indicator is my favourite.