all 51 comments

[–]radd_it 4 points5 points

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'allo, r/KSP. I promise not to call you a development subreddit again.

listr provided as a convenience, downvote to have it removed.

[–]0ffkilterMaster Kerbalnaut[S] 0 points1 point

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That's pretty cool!

[–]radd_it 0 points1 point

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Heythanks, made it myself. Works with any URL on reddit!

/r/radd_it if you'd like to know more.

[–]LinkFixerBot 0 points1 point

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[–]AvioNaughtMaster of the Master Kerbalnauts 1 point2 points

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r/unintentionalcorrection

[–]LinkFixerBot 2 points3 points

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[–]Bill_ZarrMaster Kerbalnaut 3 points4 points

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How many parachutes do you need per ton of payload to slow to a safe landing speed on each of the planets with an atmosphere?

What is the maximum safe speed for full deployment altitude?

I've looked for this kind of stuff but so far all I've found is vague rules of thumb and anecdotal comments.

[–]0ffkilterMaster Kerbalnaut[S] 2 points3 points

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Unless you have something against them burning up, deploy them in orbit so they come out as soon as possible.

Besides Kerbin and Eve, you're going to need to use the engines to assist with landing on Duna and Laythe, the atmosphere isn't thick enough. But the more, the merrier. They don't weigh that much.

[–]Bill_ZarrMaster Kerbalnaut 0 points1 point

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Full deployment altitude is 500m (& 2500 for the Mk25), I'm curious to the minimum speed I'd have to decelerate to to avoid chutes being ripped off by the deceleration due to full (not partial) deployment.

Also although they may not weigh much they are generally used on the final payload, ie a couple of mk16's and 2 mk25's is an extra ton that is there on every stage.

I'd prefer my Duna lander to be somewhat reusable so being able to calculate the minimum number of chutes I'd need would be useful, since it would reduce the mass I'd need to haul back into orbit.

[–]The_Fod 1 point2 points

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I found it is possible to land on duna with just parachutes, which is ideal for colonies - if it goes around 4m/s on kerbin, then you're good.

[–]WonkyFloss 0 points1 point

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I think I did three on my duna lander.

[–]Krobus 0 points1 point

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I usually aim for 50m/s @500m to prevent tearing the chute off, but I know I've survived ~90m/s. I would be curious to see others experiences.

[–]beanmosheen 1 point2 points

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You could install the "weights" mod and figure it out for science. I'm tempted to do it now.

[–]Bill_ZarrMaster Kerbalnaut 0 points1 point

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I found an equation for it on the forums here.

[–]beanmosheen 0 points1 point

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Good link. Thanks.

[–]Phantom_Hoover 0 points1 point

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I don't think you can parametrise the number of parachutes needed by payload weight alone, which is probably why there are no straight answers.

[–]metaphorever 2 points3 points

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I have a rover that I want to send to to Duna so that Jeb can have something to ride around in after a landing gone wrong and I've got a couple of related questions:

  1. I designed it in the space-plane hangar because the symmetry is nicer. I moved the file over to the VAB folder and I can load it up and add a rocket to launch it with but after every launch it tries to send me back to the the space plane hanger. Is there something I need to change in the craft file or something?

  2. What's the best way to attach it? Putting it at the top of the rocket causes all sorts of control problems for me.

  3. What's the best way to find the sweet spot for the size of the rocket and number of stages to get it there? I plan on parachuting it down once in Duna's atmosphere So I just need enough to get into LKO, transfer to Duna and then line up my entry.

[–]MarinertheRaccoon 2 points3 points

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As for attachment to a rocket, I find a central point on my rover that is weight balanced. Balance has to be perfect for this to work.

From the top, I run a landing rig attached to either a stack separator or a docking port so that I can separate the two pieces once on the ground.

Once that is tested and verified, from the bottom on the same location as the top mounting point, I put a stack separator and build orbiter and lifter stages on that axis. This method has served me pretty well since my first successful Duna car. Here's the most recent iteration of that concept: Mun buggy

[–]0ffkilterMaster Kerbalnaut[S] 1 point2 points

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  1. Open the file (with notepad or something) and change SPH to VAB (it's in the first few lines)

  2. Top of the rocket usually, don't have it pointed up, rather sitting on top (attach the rocket to the bottom of the (hopefully symmetrical) rover.

  3. Depends if you want to dock. Size is up to you, it can be massive or tiny.

[–]PeachTee 1 point2 points

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You can also use the subassembly loader mod to do a similar thing, though it gets a little confused if you try to transfer whole ships, it works better if you don't include a command pod in the transfer part.

[–]garage42 2 points3 points

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I'd say, what are general guidelines for building stable launchers? I'm beginning to enjoy launching non-asparagus rockets and/or low part count rockets because they're just so nimble and stable. Today I had a lot of fun launching teeny-tiny kethane explorer orbiters because they were so small that the SAS was able to whip them around whenever I needed them to.

Also, what does one need for mining kethane? The drill, a kethane storage tank, a converter and spare fuel tanks and that's it? Also a LOT of electrical energy?

[–]somnambulist80 1 point2 points

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Also, what does one need for mining kethane? The drill, a kethane storage tank, a converter and spare fuel tanks and that's it? Also a LOT of electrical energy?

Pretty much this. You'll need to have some way to transfer the fuel out of your miner/refinery into a fuel depot. I like the quantum fuel transfer mod -- you need to EVA a Kerbal to make the connection so it's not too cheaty. The next major version of the Kerbal Attachment System will also support resource transfers without a hard docking.

[–]clee-saanMaster Kerbalnaut 1 point2 points

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what are general guidelines for building stable launchers?

Aerodynamic control surfaces go on the bottom. And don't hesitate to lock gimbals on some of your engines.

[–]Krobus 0 points1 point

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I usually keep the center one on all the time, but in the rest to an action group, so I can toggle them all as needed during flight.

[–]clee-saanMaster Kerbalnaut 1 point2 points

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Yep, that's the way.

[–]2wq1 1 point2 points

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My SAS modules never seem to work, they have power and I promise I remember to turn them on! But still nothing, they do nothing at all, any ideas?

[–]febcad 2 points3 points

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SAS modules only have a limited amount of torque, if that is exceeded you flip.

You want to use Advanced SAS (you only need one per craft) for any vehicles that have either winglets or vectoring rockets(most rockets are vectoring).

[–]2wq1 0 points1 point

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Aaaahh, this is it! Thanks!!

[–]Krobus 1 point2 points

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Depends on what you are expecting them to do. Regular SAS will only reduce unintended rotation. They won't provide extra torque or keep you flying in a straight line. ASAS will try to keep you going in the same heading, but more than one does nothing.

[–]2wq1 1 point2 points

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Thanks! I'll bear this in mind.

[–]Radijs 1 point2 points

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Which mod packs for parts and such can you recommend? I want to start building some fancy space stations, but the collection of parts that the game starts you out with is rather meager.

And for bonus points: What's the bet kerbin orbit to boost to when you're going to say mun or one of the other planets?

[–]0ffkilterMaster Kerbalnaut[S] 1 point2 points

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Well, the Oberth effect says you gain a boost if you're lower down. But a 100km parking orbit is just fine.

[–]Krobus 0 points1 point

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KSPX is popular and keeps with the theme of the existing parts.

[–]digestifMaster Kerbalnaut 0 points1 point

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Nova's collection is very good, I also recommend KW Rocketry and for Stations the KOSMOS Pack.

[–]T-Log 0 points1 point

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Soyuz mod gives you some nice Mir parts.

[–]Venom_Raptor 0 points1 point

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I'm planning a duna mission so i have 2 questions about duna and one random other question: 1. Can an EVA pack achieve liftoff on duna/ is it reliable to use if the ladders don't touch the ground? 2. Is it viable to exit duna's atmosphere using NTR's on a fairly heavy craft? 3. How the hell do land near a target? After 3 attempts at a munar rescue best i could do was 70km from my target.

[–]astronogistMaster Kerbalnaut 0 points1 point

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  1. Yes, you can jetpack on Duna. You won't really have enough thrust to use it to quickly move around on the surface like you would on say the Mun, but you can definitely use it to get back up to your capsule on a lander.

  2. Possibly. You'd have to calculate your TWR to get a more specific answer, though. Duna's gravity is 2.94 m/s2, so as long as your Kerbin TWR is above 0.3, you should be able to.

[–]WonkyFloss 0 points1 point

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  1. I believe jetpacks can let your kerbals fly on Duna. (not entirely sure)

1a. Don't plan on it. It's hard to maneuver with jetpacks, and while it is doable to fly and catch a ladder, I wouldn't make it part of my design.

  1. Yes. If you mean the nuclear engines, their Isp is 600 on Duna's surface, and worth using if you can design the right lander (2km.s of dV to go from the surface to orbit).

  2. For bodies with no atmosphere, the simplest way to do a target landing (though not the most efficient) is to fly right over head, kill all horizontal surface velocity, and then drop straight down. If the body has atmosphere, I think mechJeb can handle that stuff, but i just wing it, and try to keep the end of my path centered on the target.

[–]JustLetMeComment 0 points1 point

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I'm impatient, but I want an SSTO plane. Any ideas?

[–]0ffkilterMaster Kerbalnaut[S] 0 points1 point

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Use the stock Aeris A4. It can get into orbit.

[–]JustLetMeComment 0 points1 point

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I guess I should rephrase this: I can make a plane no problem, I just get bored flying it into orbit. Any tips for making it faster?

[–]0ffkilterMaster Kerbalnaut[S] 0 points1 point

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Create something so stable you can use physical time warp.

[–]The_Fod 0 points1 point

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Try spamming ram intakes on everything and rely more on your jet engines. If you have enough intakes you can make a plane that flies in the 3rd atmosphere section on the altimeter. This will enable you to achieve a periapsis while still in the atmosphere using jets, you then only need a tiny amount of rocket thrust to boost it up to a low kerbin orbit. I find this way to be quite fast and it leaves you with a load of spare fuel.

[–]JustLetMeComment 0 points1 point

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Thanks, I think I've been using too many of the weak air intakes, and it's hard to balance them top-to-bottom.

[–][deleted]

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[deleted]

    [–]0ffkilterMaster Kerbalnaut[S] 0 points1 point

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    You cannot, but check out the Crew Manifest Mod.

    [–]methoxeta 0 points1 point

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    Are you 100% sure? Because the Clampotron Jr docking port (the mini one) says that it is not big enough to transfer kerbals, sort of suggesting the bigger one is big enough. Never really bothered to find out though.

    [–]0ffkilterMaster Kerbalnaut[S] 0 points1 point

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    It's not possible to transfer them through the port. You can eva and move them, but it's just not in the game.

    [–]EpicFishFingers 0 points1 point

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    How do you guys incorporate rovers into your rocket designs?

    I have to use the four of the 2x2 grids flat under a pod or rockomax adapter, then four vertical girders, one on the corner of each grid. In the space below, I build the rover attached with a docking node, but what do you guys do?

    [–]febcad 0 points1 point

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    I usually attach them and their skycrane/lander upsidedown on the top, just like curiosity.
    You just want to have a secondary probe body for the ascent/orbital maneuvers so you actually burn the right way.

    For manned crafts I don't want to flip I normally attach 2 identical rovers to the side because having a backup is always better when jeb is around hehe.

    [–][deleted]

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    [deleted]

      [–]0ffkilterMaster Kerbalnaut[S] 0 points1 point

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      Set it as target and burn at the ascending/descending nodes

      [–]boldbird99Master Kerbalnaut 0 points1 point

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      First when you get into your desired orbit before docking you would want to go to the asending/desending node in your orbit (this is the point where your orbits are in the same plane) and set a maneuver node.

      Then you want to change your orbit in the normal/anti-normal direction (the triangle one) until the difference of the ascending/descending nodes is 0.

      Enjoy your docking!