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<XXCoder>
;mission
<LunchBot>
During an emergency, you activate the Emergency Medical Holographic Program. Why? For the glory of science of course!
<XXCoder>
perfect!
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<darsie>
Hmm, my rescue rocket doesn't see its target while it is outside Kerbin SOI ... but I need to prepare an orbit.
<darsie>
Must intercept Jeb. He's coming in too hot for entry.
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<darsie>
see it's target trajectory.
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<darsie>
its*
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<Eddi|zuHause>
there's a configurable limit to the number of SOI transmissions in the projected course somewhere
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<kremlin>
with mechjeb ascent guidance, is there any way to have it throttle thrusters to reach a specific pre-turn altitude at a specific velocity?
<kremlin>
im trying to maintain below 300m/s under 10km
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<kremlin>
does that question make sense ?
<raptop>
The question makes sense, though I suspect that unless you have an especially fragile payload, you can take it faster
<kremlin>
ah, i was keeping it under 300m/s for efficiency reasons
<kremlin>
i'd have thought the atmosphere below 10km was so thick it wasn't worth it to push through it any faster
<raptop>
That sort of throttling down was always of ambiguous value in the souposphere days, and it's nigh-impossible to be in a position where the drag is too much post-1.0
<kremlin>
oh things have changed
<kremlin>
gotcha
<kremlin>
OK
<raptop>
yeah
<kremlin>
now i'm questioning whether the mechjeb ascent guidance is as inefficient as id had thought
<raptop>
If nothing else, mechjeb lets you measure expended Δv, and you can always look at propellant remaining for different ascent profiles
<kremlin>
thats what i've been doing
<raptop>
Huh, have you been getting better results with low throttle?
<kremlin>
i remember there was a fancy mod that did some math to figure out optimal per-craft curves
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<kremlin>
i believe i did, but that may haev been years & years ago
<Izzy>
second mun landing of this mission, should have just enough fuel :3
<raptop>
Yeah, if it was pre-1.0, things were very different.
<raptop>
Izzy: always amusing when missions work out like that
<Izzy>
I think I planned for this.
<Izzy>
But it was two months ago, so who knows?
<Izzy>
hmm, used a tad too much. we'll survive, though.
<Izzy>
the Zapad-C can operate at 135km even though it normally services 100km
<Izzy>
oh never mind we're totally fine for 100km
<Izzy>
sweet
<Izzy>
all the docking and undocking had thoroughly confused stock tools :3
<Izzy>
ayy, finally got those nuclear engines unlocked B)
<raptop>
\o/
<Izzy>
time to run them at above-spec power levels to squeeze an extra 200 Isp out of them
<Izzy>
ah, right, fuel boil-off
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* Izzy
cackles manically
<Izzy>
I found a working build of GameScope with FSR built in, I can run the game at 1280x800 and scale it up to 1920x1200 and it won't look totally awful (just largely)
<Izzy>
If I set the screenshot supersize config to 3 instead of 2 I'll get the same output screenshot res too >:D
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<sandbox>
!mission
<LunchBot>
You build an infiniglider. Jeb flies past you, his suit glued onto a Vernor engine.
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<Eddi|zuHause>
isn't the ingame maneuver tool enough for that?
<Eddi|zuHause>
plan a maneuver at PE, eyball it, then plan another maneuver at AP 2 orbits in?
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<darsie>
Eddi|zuHause: Yes, in principle. But when you make one maneuver at Pe and a 0 m/s one at the next Pe for monitoring, then when you modify the first maneuver, the monitoring maneuver is no longer at Pe, so you have to move it. That's annoying/tedious. I'd love to have maneuvers fixed to a phase n orbits later for that.
<Eddi|zuHause>
yes. that's why i said AP, it gives more leeway for movement, all you want is the encounter markers at the correct orbit...
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