Just like the Community Tech Tree, on which this is based, most of the later nodes will have no parts in them unless mods using them are also installed. Links that didn't make sense have been removed. NOTE: All inputs to a node are now required to unlock, not just one like stock. The Precision Rocketry line has been expanded to cover additional tiers, splitting Rocketry into a Power/Boosters line and a Specialty line. Additional nodes have been added to flesh out the early tree and where needed at various other points. Orphan lines such as Nuclear Power and Colonization have been fully integrated. Revamped tech tree - The tech tree has been de-squished, de-tangled, and rationalized. Making History's engine plates are made available earlier to facilitate this. More powerful engines have been moved up the tech tree. RCS has been moved to earlier in the tech tree. The QBE is available at Stability (T3) and the OKTO at Flight Control (T4). I'm using that fuel for docking and then I'll use whatever's left to begin the trans-Eve injection burn.Starting with the Stayputnik probe core, lack of control is the first challenge to overcome. There was probably an extra 1 km/s of delta-v in the launch stages left over. They were both launched on beast-mode rockets though it turns out that the launch vehicles for both were overbuilt. Then it will land on chutes, take off and dock with the tug which will take it back to Kerbin. The lander will fall down to the surface with minimal use of the engines. It will drag it out to Eve, put it on a de-orbit path, boost itself back into a stable orbit and wait for the lander to return. I have a nuclear-reactor powered, ion-engined space tug in a 200 km orbit, waiting to be docked with the lander. I assume it would make the game harder to play and break my computer. Here's the lander on ascent, before and after it dropped the quad monopropellant fuel tanks. The relay should be useful for future missions though. The transtage remained in orbit to function as a relay but it turns out that the antennas I selected for the lander were powerful enough to be able to talk directly to Kerbin. Anyways, the landing was easy thanks to the parachutes and I got a ton of science. Ugh so somehow I forgot to take pictures on the surface. Settling into a low orbit also took several in-game days and about half an hour or so in real time. The system was sized to be able to run purely off solar power but unfortunately, a Duna trajectory requires burning on the nightside of Kerbin.Īfter arrival at Duna, I was able to burn in daylight but only with 3 of the 4 engines lit. It probably took 2 hours of real-time to make it through, even with the 4x warp on. The cycle would go: burn, discharge capacitors, stop burn, recharge at apoapsis, burn again. The transtage was dramatically underpowered (even for an ion drive) and it took several months of game time to reach an escape trajectory. The transtage is powered by quad-ion drives and a buttload of solar cells, batteries and capacitors. It's a lot easier than lining up orbital alignments though so I always use it except for the few times I accidentally launch into an aligned orbit. Though my approach (to get to Minmus orbit then burn full retrograde so that I fly backwards until I run into Minmus) is very inefficient. The most efficient transfers to get to Minmus only require marginally more fuel than getting to the Mun. I find that a TWR of 1.3 is sufficient for most landings though it does depend on how much fuel you have. if you fly over a mountain, all of a sudden you should have started your burn a few kilometers higher than if you are landing on a lowlands. Always start your burn a bit early though because as the terrain changes under you, you may get a nasty surprise. That's your most efficient landing profile for a planet/moon without atmosphere. NavBallDockingAlignmentIndicatorCE - 1.0.3ĭo you have Kerbal Engineer installed? It has a neat feature called the 'suicide burn' which tells you when you need to begin throttling at 100% to reach 0 altitude at 0 velocity. MunarIndustries Fuel Tank Expansion - 0.9.6 KSP: 1.3.1 (Win64) - Unity: 5.4.0p4 - OS: Windows 10 (10.0.0) 64bitĬontract Pack: Bases and Stations - 3.7.0.1ĬapCom Mission Control On The Go - 1.0.2.7įMRS (Flight Manager For Reusable Stages) - 1.2.6
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