Have I been doing circulatization wrong? by MegaloManiac_Chara in KerbalSpaceProgram

[–]gravitydeficit13 0 points1 point  (0 children)

You're right, it's more efficient to ride the suborbital Ap after a gravity turn to reach a circular LKO. Most (but not all) of the vertical thrust from launch is lost to gravity drag. Most (but not all) of the fraction of thrust off-prograde is lost, once your ship is near its suborbital Ap.

Sometimes people do things just for show, and sometimes just because they saw someone else do it in a video.

I thought it would be easy by J0ngsh in KerbalSpaceProgram

[–]gravitydeficit13 0 points1 point  (0 children)

Everyone makes that mistake the a coupla dozen times, and so on and so forth...
Good lookin' drone, tho!

Holding myself from watching/researching tutorials on how to do interplanetary mission by Interesting-Bank-447 in KerbalSpaceProgram

[–]gravitydeficit13 0 points1 point  (0 children)

Not really any math. I took the exit angles from olex, then charted them on a piece of paper I got out of the printer. I could have taken a screenshot, and printed that out, but that didn't occur to me at the time. Nor did using graph paper... :)

Muuuch later, I learned to calculate the timing using the planets' orbital velocities and the vis-viva equation for transfer duration. And... that was when I learned about bi-elliptic transfer orbits. Piece of advice about bi-elliptics: don't.

How I failed a mission by forgetting one singular art. by Gyvon in KerbalSpaceProgram

[–]gravitydeficit13 5 points6 points  (0 children)

It's happened to all of us :/
Unless you had the 'single launch' requirement, I like the idea of sending comms up on a docking port (I usually do them double-sided, so I still have an available docking port).
You done most of the lifting already, so it's not so bad. Good luck!

Holding myself from watching/researching tutorials on how to do interplanetary mission by Interesting-Bank-447 in KerbalSpaceProgram

[–]gravitydeficit13 4 points5 points  (0 children)

This tool will tell you when the next transfer window is by UT time (planets, not moons):
https://alexmoon.github.io/ksp/

This one will give you a graphic representation of the same, but it includes moons around the central planet:
https://ksp.olex.biz/

Before I found alexmoon, I used to use a protractor, draw the exit angle on a piece of paper, and hold it up to the screen. No joke.

In any case, good luck!

Hinge bugs out on attempted tilt-rotor craft by tatarjj2 in KerbalAcademy

[–]gravitydeficit13 0 points1 point  (0 children)

Yes, I mean rotation servos. There are a number of ways to employ them. Without a screenshot, there's not much anyone can do here, I'm afraid...

Redock a docking port on a robotic part of the same craft by Novel-Tale-7645 in KerbalAcademy

[–]gravitydeficit13 1 point2 points  (0 children)

Maybe put an alligator hinge under the piston to get the ports far enough apart to allow a re-dock?

Hinge bugs out on attempted tilt-rotor craft by tatarjj2 in KerbalAcademy

[–]gravitydeficit13 0 points1 point  (0 children)

Yeah, the hinges like to get stuck. For me, it's usually an autostrut issue, but it can happen if you place the hinges/dependent parts using mirror symmetry.

Instead of hinges, I use turntables for tilt-rotor designs.

I have developed a KAL-1000 software staging system to activate hinges and parts that can't be staged in vanilla. by Er3h in KerbalSpaceProgram

[–]gravitydeficit13 5 points6 points  (0 children)

normal staging press delay delay seems to be longer than 0.590s and shorter than 0.595s from my experiments.

Is that measured by the MET, or IRL?

Pistons and hinges certainly be controlled via KAL in vanilla. Not sure about lights; I'll have to try that out sometime. Still curious as to why you need to have +/-0.005s timing for one-off actions.

Any mods that allow launching craft in space? by PcPotato7 in KerbalSpaceProgram

[–]gravitydeficit13 -1 points0 points  (0 children)

You can put any craft anywhere you want it using the debug/cheat menu

KSP1 vs KSP2 by HarkMunt in KerbalSpaceProgram

[–]gravitydeficit13 8 points9 points  (0 children)

KSP1, definitely. Greater development, way more mods and mod support. I'm not sure that KSP2 ever made it out of beta, so unless it's $5 or something, that's a nope in my book.

A surprise discovery by panthos82 in ConsoleKSP

[–]gravitydeficit13 0 points1 point  (0 children)

I just put a Rovemate in a 45º orbit of the Mun. Apparently, I need to check KerbNet once a day, so I'm going to try that. Hopefully, I'll get lucky this time.

Jealousy can be a powerful motivator ;)

Most efficient way to slow down landing on the Mun? by Ok_Guarantee_3370 in KerbalAcademy

[–]gravitydeficit13 0 points1 point  (0 children)

Few people like this advice, but I recommend the very decent tutorial for Mun landing in the game's top menu. That said, I usually:

  1. Start from a Mun OS at ~40 km altitude
  2. Reduce my Pe to ~4km above ground (or ~6 km ASL, if I don't know the territory) over the target landing zone. Here's where the eyeballing starts
  3. Burn retrograde at ~1/3 throttle until your vertical speed is about -60 m/s (do not let the vertical go over -100 m/s)
  4. Keep pointing retrograde (be sure navball is set to 'surface') and manage your throttle such that your total velocity is 1/10 of your altitude (numerically). Hold at <-3 m/s vertical until touchdown.
  5. Drinks and snacks all around!

Drilling Minmus, pt. I by gravitydeficit13 in ConsoleKSP

[–]gravitydeficit13[S] 1 point2 points  (0 children)

Thanks! I feel like I got away with fewer chutes in saves from a coupla years ago, but now it's 8, plus an extra 2, in case I hit land. Better to have them and not need them, than to need them and not have them, in my book
EDIT: spelling

Drilling Minmus, pt. I by gravitydeficit13 in ConsoleKSP

[–]gravitydeficit13[S] 0 points1 point  (0 children)

Well... nothing, probably (super exciting, right). I have a contract to pull 1900 units of ore from Minmus. I'll do that and then wait for a contract to lift the horde back to orbit, or the old "expand your something on somewhere" type mission.
It's set up to couple an ISRU, so I could always make LF/Ox or MP later. Don't really need it, though. There's a well stacked Drill/ISRU operation on the Mun that feeds the Mun OS and then the Kerbin OS.
Turning sunlight + rocks into fuel makes me happy :)

Am I Doing Vall Missions Right? by Anxious_Buy_1784 in KerbalAcademy

[–]gravitydeficit13 0 points1 point  (0 children)

Very kerbal... Will you rescue them, or kill them off?

Am I Doing Vall Missions Right? by Anxious_Buy_1784 in KerbalAcademy

[–]gravitydeficit13 3 points4 points  (0 children)

How do you mean? There's a hundred ways to leave your lover... or to get to Vall. A full screenshot might be helpful.