Kerbal Space Program |
Kerbal Space Program |
30 Aug 2014, 0:11
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#101
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Cranium Ventilator in chief Group: Members Posts: 379 Joined: 7 June 2009 Member No.: 42 |
Yes, even at physical warp it took several hours to alter its orbit enough to coincide with kerbin's SOI, then another half hour burn to put it onto an high orbit around kerbin, then over 4 hours dropping its orbit so that it coincides with the Mun, and another long burn to put it into orbit. Overall I think it took 12 hours of AFK-burning.
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30 Aug 2014, 0:22
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#102
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Group: Administrator Posts: 5732 Joined: 31 May 2009 From: The Netherlands Member No.: 1 Projects: SWR Productions Bitch slapping SAGE since 2003 |
I like to think i'm a patient man but i would not have the patience for that
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30 Aug 2014, 0:27
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#103
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Cranium Ventilator in chief Group: Members Posts: 379 Joined: 7 June 2009 Member No.: 42 |
I mostly did it AFK, the kerbal alarm clock is useful for that
So while my ion craft was gently pushing the asteroid around, I was playing EVE. Here's another curious thing. I installed NEAR (basically FAR lite). I had a hard time reentering with this craft, because it refused to lose altitude. I glided a good part around Kerbin before losing enough speed to land. This post has been edited by Sargeant Rho: 30 Aug 2014, 0:34 -------------------- |
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20 Sep 2014, 21:09
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#104
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Group: Members Posts: 791 Joined: 15 January 2013 Member No.: 9643 |
I've always been fascinated wtih space and spacecraft so I have no idea why I didn't get this earlier but here I am now, downloading it from Steam. I will post screenshots later.
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14 Jun 2015, 3:29
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#105
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Cranium Ventilator in chief Group: Members Posts: 379 Joined: 7 June 2009 Member No.: 42 |
Necro time!
I accidentally built a rocket that can shoot a 15 ton payload to a Trans Mun Injection in a single stage, and without the 2nd stage, could probably go to low mun orbit in one go. -------------------- |
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25 Jun 2015, 10:10
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#106
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Group: Tester Posts: 194 Joined: 29 January 2013 Member No.: 9682 |
Try using Mechjeb or Kerbal engineer Redux to calculate dV-requirements, so you don't "accidently" overpower your rocket
That might be only important if you play career and have to take care of your money. I wonder how much dV has your build ?! My next milestones are a manned Duna mission and some space and ground bases for Mun and Minmus. -------------------- |
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25 Jun 2015, 11:07
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#107
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Cranium Ventilator in chief Group: Members Posts: 379 Joined: 7 June 2009 Member No.: 42 |
Well, it has almost exactly enough DeltaV to get from the KSC to a Mun-Tranfer orbit, the first stage that is. The second stage is almost completely full, and I left it attached as a fuel depot for the follow-up mission. Usually I can judge dV quite well, but I hadn't gotten used to the change from the souposphere to an actual atmosphere yet
It's in career mode by the way, and it's my standard heavy launcher. I also like the challenge, so the only mods I use are Near Future Solar, Heat Management, the mod with the nuclear lightbulb and Kerbal Attachment System This post has been edited by Sargeant Rho: 25 Jun 2015, 11:09 -------------------- |
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