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Old 7th May 2013, 07:58 PM   #11 (permalink)
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Quote:
Originally Posted by astrospud View Post
BTW Judge, that's a stunning achievement! So, as you add to the mass of the station, do you have to give a bit of a prograde burn to maintain the same orbit? I love the idea of building a Base on the Mun....
No.

However, I did recently move the entire structure to a higher orbit (120 to 150)

WOW! To say it was a 'sight to behold' is an understatement - It was terrifying!

Stats for Station (Current time. Addition and subtraction of fuel makes it fluctuate a little)

Total Mass: 281.82 tons
Apoapsis: 149.78km
Periapsis: 149.15km
Orbital Speed: 2172m/s
Inclination: 1.8 degrees
Eccentricity 0.00042

Would like to get the Inclination to zero but have decided (after the move) that "this baby ain't going ANYWHERE!"

Ok

Useful Addons;

Head to Kerbal Space Port and grab;
  1. MechJeb
  2. Lazor Docking Cam

The first makes obtaining and keeping an orbit a dream. Also makes docking approaches and landing a cinche. Couple of things to remember tho;

1. Watch your RCS fuel. MechJeb uses SAS a lot and if you have your RCS on it will burn through your fuel pretty damn quick.
2. Using a MechJeb module can drain your elctricity to ZERO! Once you have no spark you cant do anything. RCS wont work, main engines wont work, you can't even extend solar panels to recharge your batteries. Pro tip: Take a battery and a solar panel or 2. Even a glimps of sun will return function to your ship.

The second is a MUST HAVE (IMO) for docking. essentially puts an iR camera on your docking port so you can line up the OTHER docking port without having to move the camera all the time. You can even rescue a f*cked-up attempt as long as you get the red coss somewhere near the grey cross and that's somewhere near the black cross ... and you aren't doing more than 0.5m/s

Have fun, and see you out there.

I still have to go configure a prograde burn ...
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Old 13th May 2013, 12:36 PM   #12 (permalink)
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Ok

On to "Insane Project number 3".

Thought I might share this one as the ship is ... 'impressive'

I currently have an unmanned probe circling Jool (that was fun ...) and discovered some interesting things ... sooo ... I thought I might send a manned flight.

Problem is, there's no way you can refuel or anything once you get there ... The Kerbals are on their own and, quite frankly, this is probibly a one-way mission. "FOR SCIENCE!" was what was written on the recruitment posters.

Had to create a ship. Need at least 5 landers (I made 6 for 'balance'), a base station for high orbit over Jool (needs to be high) and a star-drive to get me there. I figure 8 Jumbos and 8 'Mainsail' drives should do.

Getting the individual components into a 1,000 km orbit and then 'assembling' them has been an engineering nightmare.

Well, I'm about to 'set sail' so Good Luck, brave Kerbals and farewell.

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Old 13th May 2013, 02:44 PM   #13 (permalink)
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I'm having real trouble getting a launch vehicle out of atmo. All my attempts to structurally stabilise the different stages meet disaster. I like KW Rocketry mod and try to use the 3.75m sections where possible (want a manned return mission to the Mun). My staging must be snafu.I will persevere, but it's becoming tougher the more time I invest in it.
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Old 13th May 2013, 10:11 PM   #14 (permalink)
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Have a look at how an "Asparagus" rocket works and practice getting into orbit.

This is a simple Asparagus setup;



The key here is the FTX-2 External Fuel Duct. It is critical that this is placed correctly. The Fuel Duct is directional and forces fuel flow from point A to point B (A being the first placement and B being the destination placement of the tube)



I'll assume you know about staging. If you don't, go do some tutorials

Begin on the Launch pad;
  1. Set your SAS to 'ON' (default=T)
  2. Set your thrust to MAX (default=SHIFT)
  3. Fire your rockets and power-burn until the 10km mark.
  4. Turn off SAS and start your gravity turn - Look at the NAV ball and push your rocket over the 90 degree heading (it's easier to go East as you will be working 'with' Kerbins orbit)
  5. Initially, set the nose to the 40degree inclination
  6. After a while you can try pushing your rocket futher over towards the horizon. As long as you are climbing you can keep the nose close the the horison
  7. If you look at your map you will watch your Apoapsis (Ap) grow.
  8. You should start to 'level out' (by pushing your nose BELOW the horizon mark)when your Ap reaches about 100 km and increase your Periapsis (Pe) to about 100 km
  9. Cut your engines - congratulations, you now have a stable orbit

To get to Mun you need to perform a "Hohmann Transfer" Essentially, it's just a case of getting into a circular orbit and then burning prograde untill your Apoapsis intersects with Mun.
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Old 13th May 2013, 11:19 PM   #15 (permalink)
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Thanks for taking the time to put this together.
I believe I get the gist of staging. My problem always seems to be structural stability.
I've tried several methods (I'm not doing it "by the numbers". Just by feel at this point), including SRB's with and without decouplers, externally staged liquid boosters, staged with decouplers. On 1st stage separation, if my rocket hasn't blown up on the pad, or shaken to pieces, I often get a collision with one or more of the first stage elements, resulting in a failure not long after during 2nd stage burn.

I think I may have to FRAPs a launch, or take some screenies to give you an idea.

Thanks again Judge .
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Old 14th May 2013, 01:21 AM   #16 (permalink)
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Have a look at the Kerbal - X rocket (You can load it up in the VAB). It is an Asparagus design and will get you into orbit. Be warned - it does not have ASAS or RCS so its a 'manual' rocket ... but good to learn with
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Old 14th May 2013, 02:12 PM   #17 (permalink)
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Yeah I gave the Kerbal X a go last night. I felt I had to put and ASAS on, though
I will keep plugging away until I get my technique right, then move onto landings.

Cheers, Judge
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Old 15th May 2013, 12:02 AM   #18 (permalink)
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Woohoo! first stable orbit, EVA of all 3 crew and safe re-entry!
I used a slightly modified Kerbal X (ASAS) and while by many standards to was a roguh and ready insert and de-orbit, I have to say I'm pretty chuffed .
I'll see about uploading some screenies tomorrow. Right now I need a rest, and so do Ebdin, Merkin and Hanfred .
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Old 15th May 2013, 12:19 AM   #19 (permalink)
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Quote:
Originally Posted by astrospud View Post
Woohoo! first stable orbit, EVA of all 3 crew and safe re-entry!
I used a slightly modified Kerbal X (ASAS) and while by many standards to was a roguh and ready insert and de-orbit, I have to say I'm pretty chuffed .
I'll see about uploading some screenies tomorrow. Right now I need a rest, and so do Ebdin, Merkin and Hanfred .
Welcome to Kerbal Space Program
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Old 15th May 2013, 09:57 PM   #20 (permalink)
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Well, it's taken a while (and no, I'm not going to count the 'quick-loads' ) but I've managed to land on most of Jools moons so far;



This is Val with Jool in the background

----------------------------------------



Here's Pol. Gravity is so light you can jump over the Lander and clear it by another lander! You can actually get into orbit using the Kerbals RCS unit. There's Jool in the background again ... a little farther away this time.

----------------------------------------



Here we have Laythe during sun-rise. Laythe is the closest moon to Jool and the most interesting.

See how the sky is blue?

There's also some other very interesting things about Laythe ... but I'm not telling

----------------------------------------

I'm currently trying to land on Tylo, however, it is proving to be most troubling. Tylos gravity is massive and has claimed the life of poor Robert (RIP). I have gone back to the VAB and am attempting to design a lander to combat the massive gravity ... not an easy task.

[EDIT]

Just made a landing on Bop. the landing itself is fairly easy but it's the approach vectors that are a real pain.

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