Kerbal Space Program

Surely that will vary based on how much thrust you have in your rocket? (unless I'm not quite picturing it right)

Nope as speed is based on orbit. So if you have a low power rocket and a high power rocket in same orbit, it'll be same speed. It just means on powerful rocket you burn for less time.
 
Can anyone help me? I lost my install of Kerbal and am starting again, but I can't find 1 part that I had. It was a shroud decoupler, it looked exactly like the stock decoupler only it had a shroud going up to cover the engine. I've tried 2 different shrouds (Advanced Decoupler and Nova decoupler) and neither of them are the one I'm looking for. Does anyone know what I'm talking about?
 
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Nah it wasn't that one, that's one of the ones I tried. It has a bug which rips the engine off the majority of the time when it separates.
 
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Was it just a solid single hollow cylinder coming up off of the stock decoupler? I used to use one exactly like that and judging from the filename I have here it is that one, maybe he's removed it...
This one?
http://dl.dropbox.com/u/6228295/WebPics/ksp_ad/decoupler.jpg
If it is that one let me know, I'll check the part I have here and re-upload it somewhere :)

In unrelated news.
I made something bigger.


VdaZe.jpg
 
Landed it on the Mun earlier, the middle stage goes like stink and is very easy to overshoot the moon. Then again the lander stage itself can pull 5g accel so you barely need 5% throttle to land on the Mun! :)

Think I'll struggle making it much more complex, framerate on takeoff is so poor until the SRBs drop off :(
 
Nope as speed is based on orbit. So if you have a low power rocket and a high power rocket in same orbit, it'll be same speed. It just means on powerful rocket you burn for less time.

Well actually, for that specific maneuver the most efficient scenario is to have an instantaneous burn to get you that extra speed. Since that's impossible, shorter is better. Although there will be a point where the lighter engine is more beneficial than the greater thrust (i believe).
 
Ha, I've clearly been playing too much!!
Every pic of ships that you guys post I right click and try to scroll around it for a better look!!

:p

FAO marc, I'm not sure I fully understand what you're asking?
Your ship gets into orbit on stage 1 (better than mine, I take two), then you jettison stage 1.
You then ask "How do I get it like that?" - Like what?

From the look of the order on the right of your pic, stage 1 (17) is all solid fuel, correct?
Then stage 2 (16) jettisons the solid boosters.
If you're already in orbit then stage 3 (15) should be liquid fuel so that you can exercise control over it, not the solid burners you have.
Stage 4 (14) appears to be a liquid fuel booster with no fuel attached to it? If so, it will need a fuel tank directly attached to it
Also, if you're using the solids prior to the liquid booster there should be a decoupler prior to the liquid burner.

I'm new so might have got that wrong, but that's certainly how the set up appears...
Hope it helps :)
 
I want it to peel away. Every time a fuel tank is empty, i will press [space] for it to jettison so the ship is lighter. then so on until the last fuel tank, then it goes onto the final stage. then hopefully i will be in orbit around the mun by then.
I have seen and heard people do it before and it works quite well apparently so
 
you dont need to keep burning all the way to the mun, once in the right direction and speed you just coast with no power at all.
 
Dropping a single tank at a time in that middle stage isn't really going to make any difference. The extra weight of the next decoupler is probably around the same as the weight of an empty tank (I'm not ingame so can't check)

I'd probably go with a single section with a few tanks and drop that off.

The main issue I see with that rocket is that the bottom stages is all solid rocket boosters, I'm not sure that'll get you high enough for your next stage to then get you to the Mun effectively. I could be wrong though!

I tend to just use SRBs to assist in the initial take off alongside big liquid rockets, or just for comic effect somewhere in a stage on silly rockets!
 
The boosters at the bottom can get me up to 7k, and when i pop them my next stage (4 small boosters ) 18500m. After that is just the "peel away" stage i was experimenting with. Ill change it and see what i can do.
 
Great trip last night after finally deciding to learn about the Apoapsis, Periapsis, retro & prograde burns.

Got into an eliptical orbit around Earth inside the moons orbit, trimmed it so I was as near as damn it going in a perfect circle then started messing about moving to different orbits then trimming out to make it circular.

Moved right out near that other planet, but still getting to grips with manuvering so didn't try & change my plane to match this other planet (got right near it but couldn't see it?).

Moved back in trying to match the Moon's orbit & something weird happened, something like "mun encounter" popped up & I think i was about to enter the moon's orbit, however as I went by I was catapulted back out into a wide orbit. Going to do a few more trips before attempting to enter lunar orbit, in any case I'll need to build a lander.

My space ship looks quite conventional & once in orbit I have 2 fuel tanks above the engine & beneath the 1 man re-entry module. It's crazy how little fuel you need once in orbit. When burning retrograde just a few seconds on the lowest throttle setting makes a massive difference in the craft's orbit.

Anyway, I retro burned away the last of the fuel once in a very low earth orbit & descended safely the Earth.

An hour & a half of flying round the solar system actually having some control over where I was going!!
 
Made myself a challenge, what is the lowest orbit you can do on the mun....

Heres my results so far
KSP-2012-08-10-16-19-45-91.jpg

KSP-2012-08-10-16-19-52-67.jpg



KSP-2012-08-10-16-35-44-50.bmp

KSP-2012-08-10-16-36-31-20.bmp

Per - 4150m
Apo - 39000m

Every time i lower the apoapsis, i loose altitude the longer i orbit? Its stable for now.

Just got it down to Per - 3100 Apo- 6500. Cant warp time :(
 
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Having trouble with Earth reentry, I got to the Mun with a lander, executed a perfect landing and had enough fuel (just) to make it back to Earth, bit of a retro burn and I was coming into the atmosphere at an optimal skimming attitude to burn off as much speed as possible. I had the large parachute attached directly to the 3 man capsule and waited until I was around 4k up at 230 m/s. Popped the parachute out, it fluttered without opening right down to around 500m and 110~ m/s at which point it opened and prompty ripped off sending my heroic kerbals to their death below.

Has anyone figured out a safe way of reentering bar keeping enough fuel to execute a more serious retrograde burn after atmospheric entry?
 
Having trouble with Earth reentry, I got to the Mun with a lander, executed a perfect landing and had enough fuel (just) to make it back to Earth, bit of a retro burn and I was coming into the atmosphere at an optimal skimming attitude to burn off as much speed as possible. I had the large parachute attached directly to the 3 man capsule and waited until I was around 4k up at 230 m/s. Popped the parachute out, it fluttered without opening right down to around 500m and 110~ m/s at which point it opened and prompty ripped off sending my heroic kerbals to their death below.

Has anyone figured out a safe way of reentering bar keeping enough fuel to execute a more serious retrograde burn after atmospheric entry?

The new larger command pod + parachute arn't exactly made too they highest standards!
Dev's intentionally made them slightly weak, so we have to take care on launch an re-entry.
I personnally have CM + ASAS + RCS Tank + Parachute: with Command pod at the bottom, I do re-enforce the structure with 3 Struts, connected too CM + RCS Tank.

I strongly advising re-enforcing your design.
 
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