UmbralRaptop changed the topic of #KSPOfficial to: Kerbal Space Program official channel | Latest versions: 1.8.1, NaN | Rules: tinyurl.com/KSP-Rules | "modcall" to call ops | Δ🅅 maps: https://i.imgur.com/CHVnEeE.pnghttps://i.imgur.com/gBoLsSt.png | Type "chanlog" for logs
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<lordcirth>
HA, I just landed a probe on the Mun with 5 m/s left. I think that's a personal record
<lordcirth>
I think my previous was ~25 m/s
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<lordcirth>
Heh, and the second one pancaked at 10 m/s, but the important bits survived
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<hoglahoo>
what do you mean 5 m/s left?
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<UmbralRaptop>
that would make getting back slightly difficult
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<hatrix>
What's the lowest orbit for Ike? I thought I had 10km but when I landed I couldn't find the craft in orbit anymore :(
<hatrix>
I think it crashed, any way I can check that?
<darsie>
The map says Low orbits are 10 km above obstacles or atmosphere and gives 10 km for Ike, but Ike isn't a perfect sphere ...
<hatrix>
rip my spacecraft
<hatrix>
luckily, bad designs allows me to get back to Kerbin with the lander
<darsie>
10 km sounds safe, though.
<Althego>
hehe
<hatrix>
3 000m/s is enough for a Ike -> Kerbin, right?
<darsie>
Use the map, Luke.
<hatrix>
the maps says it's ok
<Althego>
more than enough
<Althego>
with around 800 you can get back to kerbin from duna
<Althego>
low orbit
<darsie>
Usually you can get away with less, if you have an efficient design and fly well.
<darsie>
There's a large spike on Ikes north pole, but I don't think it's >10 km.
<hatrix>
ok nice, from Ike I should only need 630 to get an encounter :)
<hatrix>
well, 10km is pretty low for some spikes
<Eddi|zuHause>
iirc you don't crash into planets if you don't have the physics bubble loaded
<Althego>
no, you can totally lose crafts by leaving them in a wrong orbi