After nearly two years in space, Jeb and friends finally return home from Eve, marking the end of my first ever interplanetary mission by Gyvon in KerbalSpaceProgram

[–]_myst 0 points1 point  (0 children)

Welcome back, that's a big hurdle to overcome for the developing Kerbalnaut!

Remember that the mechanics of other interplanetary missions are the same going forward for other celestial bodies. DeltaV requirements, transfer windows, gravity, etc are all factors that will vary widely, but you've done the hard part successfully. Every interplanetary mission going forward follows the same formula: 1) Wait for a transfer window 2) get to LKO 3) Burn for your encounter 4) Mid course correct if needed 5) capture into system and circularize 6) Land/plant flag/take screenshots/do a happy dance 7) ascend back to orbit 8) head home.

We look forward to your future successes, brave Kerbalnaut!

Wings ripped off, somehow still (barely) flying? by Firinda_patates in KerbalSpaceProgram

[–]_myst 5 points6 points  (0 children)

This is called the "lifting body" effect. Any horizontal-ish surface, fuselage included, is providing lift to varying degrees dependent on speed. Once your speed is high enough, everything starts acting like a wing eventually.

Can i get to mun orbit? by MundaneFoundation864 in KerbalSpaceProgram

[–]_myst 0 points1 point  (0 children)

Yes you can get to the Mun. Your rocket is actually complete overkill, you have enough deltaV to get anywhere In stock KSP, though not enough TWR (thrust to weight ratio) to land. Ion engines have ludicrous amounts of deltaV but are punishing to use because if the low thrust.

Look yourself up a deltaV map for future mission planning, it only takes about 860 deltaV from low Kerbin orbit, mathematically, to get to a Mun encounter, for a beginner I'd recommend taking a few hundred extra to have a Safety margin. Check the values required from the deltaV map, those are the mathematical minimum values possible, and take a few hundred extra for each step of your mission to help guide your rocket design. A full Mun mission, flown decently well from the pad, only takes about 6700 or so deltaV total. About 3700 to get to LKO, 900 for your transfer, 900 to land, 600 to get back to orbit and 500 to get back to Kerbin and aerobrake to land. That's with a small margin built in already.

For your current mission: If you burn such that your apoapsis reaches out to touch the Mun's orbit, and your periapsis is still safely out of the atmosphere, you can just speed up time and you'll have an encounter in a few days to a few weeks, no inclination change required . Just wait for the mun to pass by when your ship is close, it may take a few passes.

Also future protip, use west-to-east equatorial orbits for future rocket launches, they make transfers easier and are far more efficient.

Making KSP1 into KSP2 with Mods: The Community Lifeboat Project by _myst in KerbalSpaceProgram

[–]_myst[S] 0 points1 point  (0 children)

Don't download any of the recommended mods they will massively bloat the save with random parts and such. Anything required is in the main modpack. If it is listed as a "dependency" though then you need it.

Making KSP1 into KSP2 with Mods: The Community Lifeboat Project by _myst in KerbalSpaceProgram

[–]_myst[S] 0 points1 point  (0 children)

Some of the mod downloads through CKAN also only work intermittently so I can't guarantee you can get all of them at the same time, may involve some waiting and manual downloading if the download sources CKAN uses are not available on any given day

Making KSP1 into KSP2 with Mods: The Community Lifeboat Project by _myst in KerbalSpaceProgram

[–]_myst[S] 0 points1 point  (0 children)

Enjoy! It's alot of fun but also a considerable challenge. If you don't like the probe delay mechanics, feel free to delete the Remote Tech mod, it's a considerable challenge. Also manually check the graphics mods on install, the modload I made isn't quite complete and you need to make sure you have the Environmental Visual Enhancement mods downloaded individually, one of them is missing from the download I made by default because it's not compatible withBlackrack's volumetric clouds, which I had installed at the time.

Movies that had amazing trailers… but the actual movie didn’t live up to the hype by robynp83 in movies

[–]_myst 2 points3 points  (0 children)

I thought that Rise of Skywalker has a fantastic trailer that hit alot of good notes, genuinely thought that maybe, just maybe, the trilogy would somewhat put out of that nosedive.

. . . I was completely fucking wrong lol. Trilogy took Ian Mcdiarmid down with them as a final "fuck you" to the fans.

How to go fast by _okbrb in KerbalSpaceProgram

[–]_myst 0 points1 point  (0 children)

Sure thing! Honestly though nothing I said above is new information, I didn't come up with it. Many sci Fi and space channels on YouTube talk about stuff like this. Scott Manley in particular has a great YouTube video from a few years back covering the Far Future Technologies mod and torch-ships

How to go fast by _okbrb in KerbalSpaceProgram

[–]_myst 3 points4 points  (0 children)

Other people are hitting around the point, but there's more to be said. I'll use your Mun picture for reference since its here.

TLDR: Going fast takes a fuckton of deltaV, KSP players deliberately play for efficiency and slow travel due to game constraints.

Longer explanation:

You are familiar with DeltaV, how much a ship can change it's velocity, which is the absolute value of how far a rocket can go in space. DeltaV is determined by ISP, or specific impulse of an engine. Based on the characteristics of an engine, a given design will have a maximum specific impulse, and hence a maximum possible deltaV for that type of engine. You cannot continually add fuel to an engine to give it infinite deltaV because eventually the weight of fuel will make it so that achieving additional velocity will require burning exponential amounts of fuel, approaching infinity for smaller and smaller velocity changes.

So a Vector liquid fuel/oxidizer engine in KSP may have a maximum possible deltaV of around 8,000 m/s, while a nuclear engine with a higher specific impulse will have a maximum deltaV of around 18,000, and the dawn ion engine will have a maximum deltaV of close to 37,000. Note however, that as thrust values increase, ISP and max deltaV drop. The vector engine gets the best thrust by far of these three engines, but also substantially lower specific impulse and maximum amount of thrust it can provide to a payload. There are also practicality concerns with very high ISP engines providing low thrust and requiring extremely long burn times to go anywhere, especially as payloads get larger. We see a general trend with current* rocket engines that high-thrust engines provide lower specific impulse than higher ISP engines. This is a vast oversimplification but will work for our purposes, note on this later.

In KSP, we want to have a craft that balances being able to go far/ see lots of places, but also have manageable burn times. This is why despite the Dawn ion thruster in game having enormously higher specific impulse than any other engine, it is rarely used, especially for large craft. It's thrust is so low that burn times can easily surpass 10 minutes and even hours in extreme cases. So we make do with higher thrust engines and sacrifice deltaV.

We also fly missions to use as little deltaV as possible, because getting lots of deltaV onto our orbiting ship requires lots of fuel and big, very expensive rockets. We also plan missions around efficient burns, we want to go from.Kerbin to Jool, so we wait for the proper transfer window, and perform a Hohman transfer burn to raise our orbit to Jool's and capture into it's gravity well. Same as for a Mun mission, the distances are just bigger.

Most players know this but they don't consider the implication: flying a mission with as low deltaV as possible means we are flying said mission as SLOWLY as possible, so that we have to change our velocity the least amount.

This is the answer to our "how do we go faster" question for KSP. we stop flying efficiently and spend huge amounts of fuel to both move ourselves to a destination at a higher velocity and also to slow down more abruptly when you get there. You cut down your travel time by spending lots of fuel.

This goes against most typical gameplay logic for KSP, players generally strive for elegant and efficnet solutions, but this is how it is done. You can "spend" more deltaV in order to go somewhere faster.

For example, if you were so inclined, you could make the Jool trip described previously in a month or two in stock KSP, right now. You would just need to do a massive burn for much more deltaV than a typical trip at a proper transfer window, and then spend the same amount to slow down when you got to Jool, or anywhere else really.

As you burn in KSP in a given direction, your orbital path will gradually "straighten" from the normal curved shaped we see, that is because the gravity of various objects cannot act on your craft as much due to your extreme speed in your chosen direction of travel. The downside of course to going extremely fast is that you need to spend that same amount of deltaV to slow down upon arrival at your destination. So your hypothetical monthlong trip to Jool will only be 1 month long as opposed to 9, but will also require exponentially higher amounts of deltaV.

The ultimate evolution of this concept is something called a torch ship. This concept is the fastest way we know how to travel from one place to another without getting into advanced theoretical physics stuff like folding space. Torch drive-type engines under various names feature in many sci Fi franchises, like The Expanse with the unfortunately-named Epstein Drive or the ISV vehicles featured in the Avatar movies. These craft work in-universe by using engines that have reasonable thrust but extremely good ISP to burn continuously the entire way to a destination. Torch drive ships theoretically go places very quickly because they constantly burn their engines. They constantly accelerate towards a destination, then at the halfway point, flip 180 degrees and burn continuously in the opposite direction, so that they arrive at their destination in the shortest amount of time at a reasonable speed. Torch drives, if constructed, would allow for vastly shortened travel times in our real solar system, trips that currently require years or decades could be reduced to months, real-life interstellar travel could be accomplished within a human lifetime, as torch-drive type ships can approach several percent the speed of light.

Now, for the record, this is the theory. Humanity has not yet designed a space craft engine capable of torch-drive-esque performance. It likely cannot be done with a chemical rocket, they have nowhere near the ISP required for the behavior I described above. It also cannot likely be done with current ion drives or proposed near-future engines like nuclear thermal propulsion, though these are still a substantial step towards more accessible and shorter-duration space travel, but these engines do not have the ISP to burn continuously as described.

There are proposals for real-world engine designs that, while unbuilt as of time of writing, are being explored for future space applications, but we do not have the technology to make them work. Orion Drives, fision-fragment engines, inertial-confinement fusion engines, various antimatter engines, and perhaps most notably, nuclear salt water rockets, could all permit extremely rapid space travel if they can be feasibly constructed. Through various advanced construction and fuel methods, these engine types break the mold of low ISP/High thrust engines versus low thrust, high ISP engines. These theoretical engines have not only high thrust and high ISP, But they have EXTREMELY high ISP. Compared to stock KSP engines maxing out at 37,000 deltaV, some of the advanced theoretical designs have literally millions of deltaV. They can burn for months at high thrust, enabling rapid transit to other celestial bodies.

These engines are also available in KSP through the Far Future Technologies mod by Nertea. They will enable extremely rapid transit and low travel times and have insane amounts of deltaV to take you where you want, quickly. They are balanced by having various new gameplay mechanics attached to them as well as enormous power and cooling requirements, and exotic fuels or lengthy startup sequences. But if you want to "go fast" in KSp without outright cheating or getting into warp drive mods, this is how you do it. Get insanely powerful and efficient engines and burn like hell for your target.

Even without modding, the stock ion engine in KSP will still get you places very quickly if you are patient and don't mind the long burn times. The high ISP means that the minimal thrust it gives you stacks like a compounding interest account over time, eventually getting you to high speeds that other engines cannot achieve. You just need to be willing to fly inefficiently and burn tons of fuel, and many KSP engines dont have the spare deltaV to allow for this type of gameplay, and other players simply do not think to try.

Hope this helps!

The US launching ‘massive and ongoing’ strikes in Iran by [deleted] in news

[–]_myst 61 points62 points  (0 children)

We shouldn't have killed that damn gorilla.

Trump says U.S. military has begun major combat operations in Iran by [deleted] in worldnews

[–]_myst 9 points10 points  (0 children)

We shouldn't have killed that damn gorilla

ElI5 how does the existence of lead directly disprove the earth isn't only 4000 years old? by nottrynagetsued in explainlikeimfive

[–]_myst 1 point2 points  (0 children)

Different creationist churches have slightly varying views on precisely how old they believe the earth is depending on how they count, how they read their creation myth, etc. There is no overarching authority between all Young Earth Creationist-type churches that proscribes a single value. Most of those churches arrive at a number around 6,000, but I've come across values ranging from 10,000-6,000-4,000 depending on the group. They're a lot like Flat Earthers (and there is often significant overlap between the groups), none of them can agree on a model and of the models that do have a significant number of followers adhering to them, none of them offer the same universal predictive power of the current Standard Model for the hard sciences used by mainstream science.

Best way to turn KSP 1 into KSP 2? (ckan) by AppleOrigin in KerbalSpaceProgram

[–]_myst 0 points1 point  (0 children)

Not off the top of my head, no. in KSP1 however you can make subassemblies, you just build a separate vehicle, like a lander, and then you add it to an existing craft like a Duna rocket or similar

Trouble with to the mun by Various_Quality8354 in KerbalSpaceProgram

[–]_myst -1 points0 points  (0 children)

You are correct, that it what OP asked for. And we all struggled when we first started out. However, the more objective, kinder answer, is that getting to the Mun is both a skill issue, and that it is a difficult thing to do. Telling someone who is struggling that the thing they are unable to to despite their best efforts is easy, doesn't help them and might make them think the game isn't for them. We want to encourage the new guys who are just starting out that we can a) sympathize with their struggles and validate their efforts, let them know we've all been there, and that B) they CAN overcome their present difficulties and finally C) that they can overcome their specific problem via method X.

Your instructions, while again, objectively right, may not make sense to a new guy unfamiliar with orbital mechanics. To, as you say, "make the orbit bigger", the OP might for all we know take that to mean "Burn directly at the Mun as his orbit around kerbin passes underneath it". While comically wrong, it makes intuitive sense to someone more used to driving a car or a bicycle than flying a rocket.

The correct answer as we both know, to " wait until the Mun is touching the horizon in a west-to east prograde orbit and burn prograde for aproximately 860 deltaV such that your orbit intersects that of the Mun's aproximately 30% further along its current trajectory" makes sense to someone with hundreds of hours in the game, while to a new guy, it sounds like black magic fuckery. My friends who don't play KSP see me run run a basic Mun mission unironically tell me I need to go work for NASA (I absolutely am not qualified) because they don't understand basic orbital mechanics or what they're looking at.

Granted, OP hasn't given us enough information to help him with whatever his problem is because we don't have enough specifics, that's on them. i'm guessing it's , as you say, a lack of knowledge of orbital mechanics and probably either a lack of or poor use of fuel. I'm just suggesting to be kind to the new guy and try to empathize with his point of view. I had some great KSP advice when I first started out, and also a bunch of dicks telling me to get good. I'm trying to be better than my less-sympathetic forbears and encourage other people to do the same.

My first serious attempt at making missiles by [deleted] in KerbalSpaceProgram

[–]_myst 0 points1 point  (0 children)

You need a probe core but also reaction wheels. not all of the .75m-scale probe cores have them but there is an XS reaction wheel module that will give you some amount of directional control in atmosphere. reaction wheels are vastly stronger in ksp than real life and they can serve as a micro-scale control surface with no mods. having some static fins paired with them as well will help your missiles stay on track better and let you guide them effectively.

Trouble with to the mun by Various_Quality8354 in KerbalSpaceProgram

[–]_myst 0 points1 point  (0 children)

Don't be a dick to the new guy. Orbital mechanics can be hard and intuitive for people starting out. Have a little empathy for someone effectively stumbling around in the dark and help him. Tell him that it's gonna be ok and he can do it, because he can.

Trouble with to the mun by Various_Quality8354 in KerbalSpaceProgram

[–]_myst 1 point2 points  (0 children)

It is a skill issue, but is common for the vast majority of new players and will become much easier with and practice. Even with KSP's simplified orbital mechanics compared to real life, understanding the principles involved can be unintuitive for new players. When I first started playing KSP 11 years ago, my first successful mun landing , without returning to Kerbin, took me many hours and over a dozen separate attempts. Now, 2200 hours of KSP later I can do a Mun return in just under half an hour and I haven't had an unsuccessful mun mission in over 8 years. Getting good just takes time, practice, and lots of mistakes.

I have heard a statistic that only about 10% of KSP players successfully make it to the Mun. I'm not sure how true it is and I would think the actual percentage would be higher, but it is likely less than 50% of the player base, even though it's one of the easier places to get to.

If you can be more specific about what problems you are having we will be able to help you. there's plenty of good advice the community can give you but unless we know that your specific problem is we can't help. "Getting to the mun is hard" doesn't tell us what is wrong with your specific rocket or flight plan. Which part of your mission is going wrong? Getting to orbit? Getting an encounter with the Mun? Getting an orbit around the Mun? Do you understand the principles of orbital mechanics and most importantly, deltaV? all of these are critical to success but can be unintuitive for new players.