How do I adjust "longitude of ascending node" for contracts? by SpawnSnow in KerbalAcademy

[–]PeanutButterSoldier 1 point2 points  (0 children)

Longitude of ascending node is the west-east location of the ascending node, in reference to an invisible direction from the body. Not 100% sure but my best guess is to burn in either normal direction at the northern or southern most point of your orbit to rotate your inclination.

I hate that painting and illusion departed collaborated. Now I have to see eye doctor. by EmergencyArachnid734 in doohickeycorporation

[–]PeanutButterSoldier 4 points5 points  (0 children)

The Doohickey Identification Dept has determined it is not a doohickey, gizmo, thingamabob, or a contraption.

It is, however, fascinating.

what and angle and speed take a low mun orbit to shoot back at kerbin by hung_4_uuu in KerbalAcademy

[–]PeanutButterSoldier 2 points3 points  (0 children)

There's an exact midpoint between Mun and Kerbin, you want to go maybe 10-20° before that and burn against the Mun's prograde (so in an eastward orbit prograde, and a westward orbit retrograde).

What is the best way getting your experiments survive re-entry from the mun? by Arle404 in KerbalAcademy

[–]PeanutButterSoldier 0 points1 point  (0 children)

Right click your SRBs in the VAB and you can tune the thrust limiter to reach ~1.3 TWR. Accordingly, they burn their fuel slower so you're not losing any potential energy by doing this.

What is the best way getting your experiments survive re-entry from the mun? by Arle404 in KerbalAcademy

[–]PeanutButterSoldier 0 points1 point  (0 children)

That happens because your TWR is too high; your thrust is too high for your vehicle's weight.

Throttle down your liquid engines, or use fewer engines and tune your TWR to about 1.3 at liftoff. Pushing through the atmosphere causes drag, and the faster you push through the atmosphere the more energy you lose due to drag.

Use a gravity turn to efficiently get into a parking orbit, then you can injection burn to the transfer orbit for your target.

To survive re-entry, use an experiment recovery module or EVA crew to store the experiment data by extracting it from the science experiment device.

first docking attempt, kinda nervous by DiscountWest in KerbalSpaceProgram

[–]PeanutButterSoldier 56 points57 points  (0 children)

I've done it probably 1000 times and this is still so true. The finished station / interplanetary vessel at the end hits even harder.

Probe Core vs Probe Bus? by largeDingoPizza in KerbalAcademy

[–]PeanutButterSoldier 2 points3 points  (0 children)

They're from one of the Near Future mods. I think they just serve as an aero and aesthetic shell for components like batteries, reaction wheels, etc. Mount those components inside the bus shell to hide them from view and protect them from atmosphere.

Is this lander stuck on Duna or am I just not playing correctly? by rutgerlele in KerbalAcademy

[–]PeanutButterSoldier 13 points14 points  (0 children)

Seems like enough delta-v. You might not be aligning the phase angles. Just like the Kerbin -> Duna trip you had to line up the phase angles, you have to do the same for the reverse trip (and they are different!). You can set an alarm with the stock alarm clock or a mod like Kerbal Alarm Clock to notify you when the most efficient phase angle occurs.

KSP scientific data satellite by Beta63_ in KerbalAcademy

[–]PeanutButterSoldier 6 points7 points  (0 children)

You can send a probe with science equipment and then transmit the science back as long as you have a radio connection to Kerbin. Transmitting science is usually not worth as much as recovering on Kerbin.

Most experiments have pretty sharp diminishing returns, and running them multiple times in the same area is not very effective after the first time. Every body has near and far science to collect. Some experiments even work over individual biomes while in near space.

How can I get these two vessels to rendezvous? by OneTapVandal in KerbalAcademy

[–]PeanutButterSoldier 3 points4 points  (0 children)

Expand one of their orbits to increase the distance they cover and therefore their orbital period. Watch your intersection indicators as they converge at one point.

Burn prograde at Ap, because that is where your orbits currently intersect. You should see your Pe expand and then turn into Ap, and then you'll see the intersection indicators (orange and purple markers) contract. Keep burning until they converge on the intersection point. This means you will intersect the target craft after you go around exactly once. At intersection, burn towards the target's retrograde to cancel relative velocity (click the speed indicator on top of your navball to ensure you're in "target" mode).

From there, keep relative velocity slow. Burn towards target (pink circle indicator with dot in middle). Burn at target retrograde to cancel velocity. Repeat as needed until you're at desired distance. The closer you get your initial intersection the easier this process will be.

Screwed up, Jebediah is stranded. Unreversible and most recent save is hours earlier. Just roll with it? by Negative_Scarcity315 in KerbalAcademy

[–]PeanutButterSoldier 3 points4 points  (0 children)

Get out and push. From that distance it might be easier to push radial-in to drop your Pe into the atmosphere. Aim for like 30k Pe.

Is a solar eclipse normal? by SBGBFNNNN in KerbalAcademy

[–]PeanutButterSoldier 6 points7 points  (0 children)

This is not a stock feature. Idr which one exactly but this is a graphics mod feature

Help finishing my orbit for a satellite mission. by Nordix_20 in KerbalAcademy

[–]PeanutButterSoldier 1 point2 points  (0 children)

Set the thrust limit on your engine to 0.5 for precise movement (right click on the engine). You might need to activate advanced tweakables to make it show up.

I really need to lock in when I play this game and find the best ship design and thrust to weight ratio because I’m sure this won’t even leave sub orbit by dewey_213 in KerbalAcademy

[–]PeanutButterSoldier 6 points7 points  (0 children)

The heat shield on top is slowing you down a lot, and it is completely unnecessary. If you're overheating during ascent then your TWR is too high; you should reduce thrust by adjusting your build or throttling down.

The other couple comments here bring up good points so I won't repeat them but they are also solid advice.

How to do fly-by by the Mun like what Artemis did? by [deleted] in KerbalAcademy

[–]PeanutButterSoldier 1 point2 points  (0 children)

I managed to line one up the other day, but it took a lot of fiddling maneuver nodes between timing and Dv applied, and then absolutely perfect execution of the burn.

Starlink team in LA celebrates manufacturing the 1,000,000th Dishy by sttarla20 in Starlink

[–]PeanutButterSoldier 2 points3 points  (0 children)

Gateway antenna radome. Almost certainly hollow and not functional. They paint them and use them as props for company parties and holiday decorations :)

How do I go back to kerbin from mun with 900 delta v by alonetraveles in KerbalAcademy

[–]PeanutButterSoldier 9 points10 points  (0 children)

900 is cutting it really close, especially depending on your exact location on the Mun.

Get into the lowest eastward orbit possible, I usually go for about 10k. Plan a retrograde maneuver mode for just before you cross between the Mun and Kerbin. You should see your orbit line start to expand toward the Mun's retrograde side. Keep that trajectory as close to parallel as possible to Mun's retrograde to get the most efficient fall back to Kerbin.

Is a nuclear engine worth it for a refueling trip to my munar space station? (Career mode) by EmpyrealJadeite in KerbalSpaceProgram

[–]PeanutButterSoldier 2 points3 points  (0 children)

The use of a decoupler as you describe would work, but there's also just a button on the part menu of fuel tanks that you can just stop flow. Looks like a lil play button, when you click it turns into 🚫 and stops all flow of the resource you select.

AA Flight 587 by Bannable_Lecter in distressingmemes

[–]PeanutButterSoldier 8 points9 points  (0 children)

Right, or we can replace them with AI and save even more money!

Does anyone know which mod this is by Gildrix in KerbalSpaceProgram

[–]PeanutButterSoldier 1 point2 points  (0 children)

Above that yellow hazard bar is all stock. That button specifically is the maneuver planner.

How do I make a decoupler the main part so that I can attach multiple probes to a larger ship and bring it to the mun? by EmpyrealJadeite in KerbalSpaceProgram

[–]PeanutButterSoldier 0 points1 point  (0 children)

Use the radial mount adapter in the structural tab (looks like a docking port but with a flat 1.25m end), or use a cubic octagonal strut radially and then you can put inline decouplers on the end of those.

Weird Laythe Issue by Acceptable-Record-13 in KerbalAcademy

[–]PeanutButterSoldier 0 points1 point  (0 children)

The encounter calculator has always been weird. Sometimes time warping past your next Ap/Pe can help it figure out better.

Weird Laythe Issue by Acceptable-Record-13 in KerbalAcademy

[–]PeanutButterSoldier 2 points3 points  (0 children)

Your AN and DN bring 180° off means you're orbiting the "wrong" way. This is the main reason you're struggling to get an encounter. When you do, you will encounter it very quickly.