ELF110-Space  Wk3 Part A

About 1 hr

 

In Wk3 Part A we will continue our game, this time doing a geosynchronous orbit.  We will need to build a more powerful orbiter to make it into a high space orbit. We will also research more tech that will give us more efficient engines, as well as add solid rocket boosters to help us get into orbit

 

From the KSP Main Menu click:

  1. Resume Saved
  2. Load Game “Wk2PartC.”   This is our game from Part A.
  3. Hit Esc and Save game as “Wk3PartA”
  4. Enter R&D
  5. Research Advanced Rocketry
  6. Let’s build another orbiter!  (Here is one)
    1. Add a command module
    2. Press the Q button while holding the command module to rotate so it is facing 90 degrees
    3. Add 2 drogue chutes
    4. Add your experiments, including the science Jr.  Attach them symmetrically and DON’T block the crew hatch.
    5. Don’t forget the parachute, heat shield, and decoupler
    6. Top stage 2 T400s fuel tanks, and a Terrier
    7. Next stage is 2 more T400s and a Swivel
    8. Add six Thumpers with winglets, radial decouplers, and nose cones on each.  Add them towards the bottom of the ship, we will need the extra room.
    9. BE SURE that the Thumpers are attached to the decouplers, not the ship
    10. Add 3 Hammers with decouplers and nose cones as LOW AS YOU CAN on the top stage, or you can kiss goodbye your Terrier
    11. Make sure your staging is in the right order  (Thumpers, Swivel, Hammers, Terrier)
    12. Call it Veggie Orbiter
  7. Piloting into Geosynchronous orbit   (read this before actually launching…..or [insert meme]
    1. Before you launch, make sure that SAS is on
    2. Check the bottom of the NavBall, to make sure you are facing 90 degrees.  HGD should be 90 and the 90 on the NavBall should be below you.
    3. You need to be facing 90 degrees because we are launching East, so we can build on the speed of Kerbals rotation.(it is much easier to pitch than yaw)
    4. Launch
    5. Don’t even try to control the Thumpers as they burn out
    6. Check Map View between maneuvers and try to make sure that your apogee stays below 100,000 meters
    7. After you ditch the Thumpers make sure that your heading is still 90 and roll to make any adjustments
    8. Pitch down to around 45 degrees
    9. Burn at high throttle until you are out of fuel
    10. Warp to apogee
    11. Pitch down to 5 and activate the Hammers
    12. You are experienced enough to know how to finish this orbit
    13. Cut your engines and warp to periapsis
    14. Burn prograde until your apogee is 2,800,000 meters.  That’s really far away, but you need to be precise
    15. Note that the lower the burn, the longer it will take to complete
    16. Warp to apogee.  
    17. Burn until your periapsis is at the exact same altitude as your apogee
    18. You should be in a geosynchronous orbit,  here are some ways to check
  8. If you click on the speed indicator it should show that your speed relative to the surface is almost 0. If it is more than around 50 m/s, adjust
    1. Complete science experiments, crew report, and EVA.  Keep your experiments.
    2. Using SAS, face retrograde and burn at full throttle and recover your ship
    3. You should have collected around 100 science