#Simple/Quick Questions (For more complex questions please make your own post)
6493 messages · Page 7 of 7 (latest)
Its sitting about about 75,000 m above sea level. And is slightly off angle from the equator. Will definitely try that strategy thougj
quick question: how do i enable the EVA flashlight?
Next to you vertical speed indicator is a light symbol, click on that . Or press U
alright thx
aigh is there any good way to give big craft steering?
has anyone gotten like robotic landing gears to work with few parts and keeping it light?
you do not want robotic landing gear, ksp wheels already suck ass and mixing it robotics probably won't help
- bump steering up if possible
- reaction wheels or engine gimbal
- no clue
well so just offsetting the small landing gears is still more or less the only solution
or I could make it a tail dragger
is there any fuel tanks that store only liquid fuel besides the mark 1,2,and 3 spaceplane tanks?
or are there any tanks that store exclusively oxidizer?
There are no oxidizer tanks. And only plane tanks hold only LF
Are there mods
That add such tanks?
I play with cryo tanks (adds Methan and hydrogen engines) that also added a fuel switch to all tanks that i can use Lf alone in all tanks. I am usure about ox alone
you can do ox alone with that fuel switch
nvm i got it
Try Configurable Containers. Essentially gives you the option to replace the contents of most containers.
at such a massive size your best bet is low amounts of asymmetrical thrust
such wheels will not be able to steer something that massive. I am surprised they even support it at all
I got it working, you can see it a few posts down
Anyone know of any mods that enrich eva? Anything at all
through the eys of a kerbal and the bg dlc
Thru eyes is great but I am looking more for mods that give kerbals more of a purpose (bg is a dlc). I should have been specific
Or even something dumb like eva minigolf
Id pay for that
i mean you have the eva placed expiremsnts
eva experiment thingy allows you to do that
Yeah like I said, i know about bg but I am looking for more
Also bg is pathetic snd doesnt really add much. One experiment station per planet so its 5 minutes of gameplay tops lmao
Is there a max speed that the heat shield can tolerate before blowing up? On my way back from the Mun, I tried to go straight back into Kerbin's atmosphere as I had been told was fine, then I (3000+ m/s) burned up and exploded twice, but when I circularized and did a descent from a smaller apogee I was fine...
what altitued was your reenty PE? even 7km/s reentys are fine with stock heat shields
Might be that then
Like I shouldn't make it steep at all
what was the altitued?
Can't remember but I saw fire at around 60-70000
Speaking of which, does it even matter what altitude the perigee is as long as it's within the atmosphere
What might have happened is I got scared and overburned the orbit so the perigee went inside Kerbin and thus made my re-entry steeper?
yes. if its too low burn up, if its too high you dont land in that orbit or dont get a capture when returning from interplanetry
Is there a particular number I should aim for for the perigee
35km if you are faster as 3km/s aim higher and do a second rotation
I get to 3000ish m/s as I approach the perigee but nowhere near 3000 in the rest of the orbit
my bad 3km/s or 3000m/s
Kind of sort of
This is what I'm referring to, not interplanetary or anything, just getting back from the mun
still 35km is a good altitued. you can also directly eject from mun to that altitued
So if I keep perigee around 35 then I can directly go from Mun and land alive without circularizing?
There's no real advantage to direct ascent without circularisation, it just demands more precision and makes your life harder
i was more talking about from a mun orbit to a rrentry trajectory, without a high kerbin orbit between
I use 35km too
i just use whatever Trajectories tells me is good 
Unfortunately trajectories sometimes glitched in that orbit
guys is there a way to upgrade the dessert airfield
I don't think so
is there a mod that adds a smaller radial decoupler? stock one is too big sometimes
I use tweakscale to shrink it when I have the same issue
knes, bdb, restock+, stock
what stat do i change in notepad to level a kerbal from 1 star to 5 stars
press esc (pause menu)
click on the version
find cheats
press Experience
thanks
anyone know what mod this part is from?
nvm solved
will this work as a minmus first stage
it works but overkill actually
Its way too big.
I highly recommend to play science mode, there you learn how you make smaller crafts which can go to their target without problems.
im playing sandbox to learn how to do stuff first (docking, orbit, landing, etc)
I get you Idea. But science mode is for that better
ok (most likely wont tho)
In Sandbox you have direct form the beginning the big parts. Which are mostly harder to control with as smaller parts
gotta learn somehow
Mike Aben Tutorials
and now i cant stage
great game
only the fairing worked
Send a screenshot
i quicksaved and my stages are gone
To work the issue we need to see what’s happening
apparently i didnt control the rocket
Yeah you need a kerbal with a command pod onboard or a computer
and i guess one parachute wasnt enough, now i have to do it all again
One chute for kerbin and a capsule?
3 kerbols
I know
I used simillar first stage for a Nerva minmus landing, but I underestimated the Nerva's Isp. Now I am returning with all the gilly science and an asteroid.
why isn't my esc key working on ksp. It works for everything else though
damn this is inactive
you asked a vague question with no supporting information during boneyard hours of the day
¯_(ツ)_/¯
kerbal scam program 
it should work, mine is working in flight but in editor and ksc not
How long is supposted to be a class i asteroid?
I just got near a class I asteroid but i see it looks like to have around 100m. But i have some doubts if it was supposted to be bigger, because before i found a class A asteroid with something like 30/40 meters. Could be because of some of my mods but idk.
no in general
it had been 10 hours
eh yeah
so for some context
when i press the esc key in ksp
it does nothing
but every other program on my computer it works
how do i disable this marker
i think it was one of the f1-f12 keys
dont remember which one cuz i havent played in a while
i sometimes see it when the game is lagging a bit and trying to load something
usually goes away on a scene change or whatever
do the deployable science processes itself?
or should I send one kerbal to monitor
do these yield much science?
should I prepare multiple identical deployable science unit for more science?
Do i have to comeback and retrieve for max science?
why does that look like one of the kerbal has died and is ascending to the skies
he sacrifices himself for science$$
Is there a list of parts that can be changed in Eva editor on orbit?
cs idk wich fuel tanks I can move f.e.
in the VAB open the cargo tab
all parts that aren't removed from the part selection list can be either put in a cargo container, be manipulated in EVA construction, or both
does anyone know if there is a mod that give Jool rings? can't seem to find one that gives only jool rings, only one is the one that gives EVERY stock body rings
I have an old mod lying around from my 1.3.1 install. I can't for the life of me track down where it came from, but it adds some rings to Jool. May or may not work.
needs kopernicus
push
You can also just remove the rings from the other planets manually from that mod
I’ll try both
also could always see how hard making a config manually is, might be a good learning experience
this worked fine, nothing seemed to bug out or whatever
thanks!
is there a way i could manually get the rings to be lit from both sides, like most other kopernicus planets? i do know large ring systems tend to be buggy
the rings only are lit on the side facing the sun, rather than both sides
the pack being:https://forum.kerbalspaceprogram.com/topic/189021-salus-a-j1407b-analogue 111/
the forum page has a video of it functioning, so i'm not sure why its broken for me and the last post on the page in particular
Salus: A J1407b Analogue [1.11] What does this mod add? Salus: A large gas giant out past Jool with the largest rings Kerbals have ever seen. It is thought that a close encounter with a rogue planet gave its orbit its inclination, as well as its current ring system. Visit soon, they're not expect...
Why do you need both sides lit?
is there a way how i can turn my controll point? the core dobt offer that option and i dont have a docking port on board
nvm, found a sup menu of smart a.s.s.
looked odd because of how large the ring system is
saw on yt there was a button "aim camera" for parts but I can't find it how to activate it?
Advanced tweakables?
yap found it thx
any way to de-kraken rocer wheels once they've been krakened?
whats the setting that matt lowne uses that rotates your rocket while in orbit instead of keeping the rocket static
oh im looking at the ring system now, the image didn't show up when i first looked at it. Yeah, that looks pretty weird. It'd probably only be dark in the areas directly behind hte planet
why doesn't this decouple? If I launch and press "decouple," nothing happens besides the decouple sound
try using a decoupler, I dont know those fairing trusses work properly as decouplers
a 1.25m decoupler between the radial point and the truss should work
i tried using regular decouplers before, they didn't work either.
edit: I was wrong, didn't find the solution
so, i did the reverse (decoupler between the truss and the craft). It decoupled, but now the second decoupler wont decouple
wont even let me take it off with eva construction
ive decided to just settle with making it really small and ignoring that the second decoupler exists
any (non-graphical) mods that enhance Moho in some way (e.g. a moon)? in the modpack im working on every other stock planet get some form of change, which makes Moho kinda odd in comparison
are props working in Jools atmosphere?
my first probe over Duna has done 2 experiments, and each of them can be transmitted for 57%
NOW, does this mean i lose the 43% permanently, or can i just redo and retransmit the experiment?
to get all science you have to recover the experiments -> the probe on Kerbin
but redo first
ah, so, redo and retransmit a few times, and when possible, bring the physical data back to Kerbin?
yes when you transmit some more times you won't get science sometime
but recovering will give more
propeller made from aero surface/breaking ground propeller blade yes, but a bit slow due to extreme drag
and probably the only viable option since rocket engine doesn't work in dense atmosphere lol
yup just thought abt making the Jool Challenge in #challenges
but nice then it could work thx
just don't know how to use props never took them😂
Stratzenblitz75 and Duckweed used a combination of props and NERV for their Jool SSTO.
ah ok good idea
my menuever nodes dont have the "burn time ##" and "start burn in blank"
was BDB meant to use a different tech tree than CTT? feels like the parts aren't in the correct nodes (i.e. RTGs in the nodes before the stock one)
I believe it is a setting in KSP for 'extended nav ball burn timers' that you need to enable
I have that enabled
Double check, because that’s all it is
my game been crashing when entering vab. log file:https://drive.google.com/file/d/1GspXMnomG51Zh5YpqQCU8iEc8KbIwyXb/view?usp=sharing
remotetech kinda broke, dunno if it is related
ok ill look at it @balmy sapphire
it didnt work @balmy sapphire
how about shipsectionscontinued?
another mod that output error is bdarmory, then I have no idea
but those worked before so i doubt its tem @balmy sapphire
it started when i forced the game into windowed fullscreen
simply ask if my laptop with i5-1035G1 can play ksp?
in 720P
I miss my 12600k with 3060ti
nvm i fixed it it was when i forced it into popupwindow it messed with scatterer and eve redux.
depend on how much your cpu could actually turbo to sustainably
2.6Ghz = okay
max (3.6GHz) = very good
oh no
most time keep at 900mHx
mHz
sometime clock to 3.6GHz but very short moment
should I try remote play? but remote controlling a pc 21000km away may not be a good idea
Maybe
steam stream play performs very well
(at my home)
but I am not sure what will happen when my laptop is in north America while the pc is in Asia
lulz ping
Thats fine
does anyone have idea why do the sticker gone mess?
and these are the mods I have
does anyone know where can i find this?
i reinstalled all the 4 bluedogs but still fail
likely old parts that are no longer included
the super engine is gone
1.45-2, but anything over 1 will work
Not really, practically it will need to be 1.4 and above or you incur ridiculous losses to drag
flags broken
Tbf Saturn v launched with like 1.11
hey if you can make it work in KSP let me know. In most instances a TWR of about 1.11 does not work for me.
either my stages burn out too quickly due to gravity losses or some other engineering problem
but yeah it did, you're right
It just had lots of fuel
fair enough
There’s also not a lot of atmosphere on kerbin so you don’t need to worry as much about drag
yes after 5000m, getting away the inital 5000m is important for activating vacuum engine and reduce drag
1.33is good, will soon rise to 1.4 as propellant is gone
5000is too early 30000is good
be ware not to hit terminal speed
i cant get my col more fowards
most of my launch stages for KSP dont bother with vacuum engines, I just use the launch engines
Reduce snount of fuel in front
i had and it was still farther ahead than i liked
so i just went with a small drone instead
wheres your engines
are they under the wings?
you could try to mvoe them back as a coutnerweight
i didnt add those yet
thats all i had
im just gonna make one later instead
cause i also only got the shitt nonretracting gear that are usless on anythign that isnt small
"Build a new unmanned probe that has an antenna and can generate power"
"The probe must be fully assembled when launched"
I built a probe, I got it to the orbit that the contract wanted, it had the parts it needed, it has an antenna and is actively transmitting data back to Kerbin, and as a result all but one of the items on the contract (the one in quotations) is green
So does this mean I have to start from scratch and build a completely new probe?
What I did was just take an old rocket that already had a probe in it, moved around some machinery and added some more boosters, that doesn't count?
Yes. Set your traget before launch. Then a new option should pop up at the bottom of the ascent guidance
is there a one to also rendezvous?
yes. there should be a button too. but i tryed it a few times and it dident worked
space stations
o
only the node appearing thing is appearing
after i installed RO it no longer showed the "start burn in"
and the other one i forgot
how can i guarantee i have enough dv for the mun cause idk in what pov the dv map reads, like kerbin sea level or vacuum?
Always read your dV in a vacuum, the only atmosphere stat that matters is launch TWR.
often i onyl use part of a stage in the atmosphere
which is the reason
you'll achieve most of your vacuum efficiency quite quickly post-launch
You go to the deltaV symbol in the bottom right and set it to vacuum
That should show you the correct deltaV in upper stages
what's the confusing part here
ik how to
Ok
i was saying idk what the dv map was set for
dV map is calibrated to vacuum
didn't quite read the question properly first time
It does say right on the dvmap
i was going to say i might have missed something but forgot to recheck :l
cause i was busy playing ksp right then
my ascent guidance makes me pitch down to the -40 degree vector as soon as i decouple my srbs are a high altitude in ro heres my setting stuff
i need help moving a part to the field science node
how exactly would i type it out in the tech required area?
i need help
my plane keeps falling apart
or shattering the moment i try to pitch
it either wont survive 2 seconds after spawning or falls apart the moment i pitch during flight
and i need it cause its a drop plane for my rocket plane
does anyone remember for stock tourism contracts : if the order of the itinerary matters ? Or can I do in whatever order I want?
Thx
The entire plane or just the wings
order in tourism contracts is irrelevant
thx 👍
i gotta ask: what is the Mite SRB for? i think its genuenly the only engine ive never used, and im not sure what it's for
early game sounding rocket is what I used it for
not much else
sometimes I use it for a small TWR bump for early game launch stages
the thing with that is where it is in the tech tree
its not a particularly early game part, you get it at the same level as the Skipper and Pollux
does anyone know how to calculate the mining rate?
in this page it said if I am mining on an asteroid, the base rate is 5
but how do i check the ore concentration? is it 100% in my scenario?
Also how do I meet the 500k thermal efficiency? mine is only 3K
overall the thoretical mine rate is 5x100%x100%*1.25(5 star engineer) is 6.25/s
but the mine is only 1.8e-3 ore /s
the 0.36 is per 2 drills and wraped 100 times
right click on a tank on the first craft, pin it, then right click on a tank on the second craft
you'll then get the fuel transfer options
theres also a mode called "Fuel My Ship" where you can jsut click on one side of the docking port and it'll move fuel to every tank on one craft
last I checked asteroid mining is super buggy and the thermals are all wacky. You cant even mine an asteroid without an engineer on board without it shutting off during timewarp. I would work around what you have, try to send higher level kerbals, or just simply see if there is a bottleneck
i hv alread had a lv 5 engineer onboard 😭
whats the minimum twr for a plane to reach mach 1?
It’s not really a question of twr, rather thrust needs to be higher than drag all the way up to Mach 1. Drag is nonlinear with speed
the build wasnt working so i just went back to what im best at, subsonic
and i forgot to autstrut my new subsonic plane so it fell apart
and apperently for some damn reason it didnt get crew put in it
WHAT IS IT with my re-entry stage that makes it blow up every single time? I'm coming back from Minimus and despite setting Periapsis to 35-40 km and having a heat shield, not once have I brought back the poor Kerbins alive. Is my design just horrible?
your bottom is very draggy. also you could had stage of zthe expiremnts
So move the experiments up the fuselage, like closer to the pilot capsule?
you can stage them away, befor rentry. just take the data off in a eva
And then put them on a separate stage so that I can dispose of the measuring devices and land only with the crew capsule+shield?
yes
also move the parachutes up or you will flip while descent
Hah I never got far enough where that would have been an issue
Luckily I did save just before I launched the rocket
I trust this will work better now
looks good
i may or may not have given myself a landed state and took off with it
and i failed to land to fix it so im just reverting
Also should I stay away from SRBs for simple Mun/Minimus flyover trips
career or science?
I believe I'm doing career
do you have to manage money and contracts?
It's just that the first stage of my Minimus rocket is SRBs and they veer off/don't respond to my controls until I turn on the Liquid booster
And I think the few tutorial videos I've watched use liquid instead of solid
Maybe I should just go liquid, those seem to work better
srb are very chaep. if you use controll surace use a low start twr (like 1,3) and start with a small starting angle of 5° its fine. the big advatage of srb is that tey are very chaep
yeah they are very simple
But they don't control themselves/their trajectory as well as liquid boosters do based on half an hour of trying to get it into orbit
I don't know how I was able to get all the way to Minimus insertion on my first try with the last rocket, but all I did was change the position of the stage separator and the electrical equipment for this one
So it should really not be any different from a propulsion standpoint
controls fins man
I am using control fins
whats the full list of kerbin biomes?
I'm at around ~730 m/s of Delta V left. Do I stand a chance to get back home?
You could even land and then return
Its more as enough
To just return
I mean, every manuever node I try puts me in a circular orbit around Kerbin that has just about the same perigee/apogee as Minmus' orbit
Can one feasibly shrink the perigee of said orbit with a mere 700 m/s?
Add a node. Add around 300m/s prograde then drage the node around
exit in the opposite direction of minmus's orbit
you come out closer that way
And, my orbit is nearly perpendicular to everyone else
just wait till you can escape retrograde to minmu's orbit then do so
-gravassist
this functionality works even when escaping an orbit
when you escape in the oppisiite direction of a planet/moons orbit, you dont come out as fast as that bodie's orbit
Warmer
But then can I get from 1.4million to 35,000 with the remaining 400
(Assuming I do a retrograde with this new orbit)
Actually I'm thinking of the wrong sized orbit, I probably should be able to make it
yeah
and im also close to getting the mechjeb accent guidance function
im just 100 science short rn
but a full biome pull gives be around 75
You just reminded me of why I did this whole trip to begin with
S c i e n c e F a r m i n g
Note this is all dependent on my ability to actually land this thing on Kerbin
Which I tried nearly 10 times with a slightly worse lander design, each time failing
well how many data pieces do you have?
Eva - 8 points
Pressure - 30 points
Temp - 20 points
Goo - 25 points
Materials - 62.5 points
Goo - 40 points
Pressure - 48 points
Temp - 32 points
EVA - 32 points
not science points
like how many experiment runs did you do
or did you only do all those once?
I have two of each
But thanks for reminding me to do them again I just milked another 50 points hehe
whats the most data points youve ever had?
and again as in numebr of experiment runs
I only recently learned how to do EVAs and get the Kerbins to store data from earlier points in the flight
So not much
Now if I already have temperature reports in the capsule and I ask Valentina to slide outside, grab the new one and go back in, doesn't that overwrite the old one if I recall correctly
there is a part that collects them
so anything able to be rerun can make as many as you want
but the collector only allows 1 of each kind per biome
More specifically
I actually have Bob, Jeb and Valentina together
With one of those passenger capsules
Only Bob and Jeb can't get out for some reason
im having a bit lower than normal fps
And since Bob is a scientist he can restore the materials study/goo
It's just that he's refusing to come outside.
I don't know, I was able to get Valentina out on a spacewalk, she was originally in the passenger cabin, but now that Valentina is back in the pilot capsule and Jeb/Bob are passengers I can't get them to switch back
idk why im getting lower fps
That has....nothing to do with our present discussion.
this is the quick question post
and my fps isnt that slow so it isnt a need for its own post
Close any unneeded apps to save computer resources
it came back after a minute
Often it's just slow at first launch but when you drop the first few stages it fixes itself
this was a plane
and i only got 2 tabs open, discord and youtube
how does the accent guidance from MJ work
I am at that point where Valentina is doing an EVA and the only way she can get back in is by dumping the previous experiments, but now that the pilot capsule is empty how can I get Jeb back in the pilot seat?
The GUI controls are all for Valentina
I mean, can't the passenger capsule store experiments as well?
I don't think so
Possibly a more significant challenge - I forgot to enable the mirror mode when putting on the parachutes
Let's see if one radial parachute is enough
Also you were right I might actually have a chance of landing this now
Getting rid of all the junk at the bottom and such
WE DID IT
WE MADE IT BACK FROM MINIMUS ALIVE
13 experiments, 370 science points
what was the inclination of minmus's orbit so i can put it back without having to close and reopen the game?
cause i hyperedited its inclination to 0 but forgot the original inclination
just delete the hyperedit config like it tells you to
gamedata ->kerbaltek -> hyperedit -> the config
What shall I purchase first with my newly upgraded R&D station
What is your next mission step?
There is no keybind for that
By right-click a part
Mods. Like editor extensions redux
Console?
Probably just miscellaneous contracts
can drills get damaged when nthey overheat or do they just loose efficency
can i keep the kerbal climbing in one way only?
Add a launch clamp (but I think the main issue is the weird and wacky balance of it)
well it almost never happens and reverting fixed it
I always smack a launch clamp on anyways, it's best practice from a realism standpoint, too.
They can keep your rocket powered while it's on the pad and before your engines are running, too.
dipping not as deep into the atmosphere might help as well. There's usually a fine balance where your reentry angle is enough to get you slowed down, but not too much where the drag causes excessive heating of your ship.
I just figured out that I had a poopy landing stage design
The Science Jr is also extremely fragile and will explode on the slightest contact with plasma, and the entry vehicle has its centre of mass far too high to stay stable. Even just a pod over a crew cabin is next to impossible to keep stable without help, let alone with another part on the bottom.
Someone else helped me already, all I did was redesign to put the experiments on a lower stage (I didn't realize I could just EVA to pick them up) then drop that stage and land only with the command capsule/passenger cabin
See
Now I spent a good like two hours trying to line up my new rocket's orbit with a broken Satellite that I've been contracted to repair, but because Bill can't do SAS and I forgot to add batteries to the Probodobodyne, that never worked
If you match up the orbit and then offset it a little, if the satellite isn't near you, you can catch up or fall behind depending on whether you burn retrograde (shorter orbit, you catch up to the probe) or prograde (longer orbit, you fall behind towards the probe)
Based on the tutorials I just skimmed through this seems like it would be impossible without SAS so that's issue #1
it is possible without SAS as long as your ship doesn't spin when you're burning
Without SAS I was only ever able to get like 5-10 km away at best
Once you match the orbits and know where the probe is relative to you, you can just adjust from there.
Start with matching the orbit 1:1
But, say, I reach the orbit and the satellite needing repairs is ahead of me
Burn retrograde
just a little, change your orbit by like 1km or something
then wait a few orbits, each time you cross paths with the original orbit, the probe will be closer and closer
I mean, significantly farther ahead of me
once you've matched positions, burn prograde again and circularize/match whatever the probe was doing
Like on the scale of hundreds of thousands of kilometers
So like, half an orbit away?
Because that's what'll inevitably happen since I'm just so bad at the game itself
Uuhhh somewhere in the neighborhood of 20,000,000 m
Oh yeah, you can safely drop like.
Whatever, really.
Start by matching orbits, then dropping yours by like 50km
On one side though, you want the orbits to meet at one point still
If they don’t meet, what will end up happening is you’ll catch up and then keep going ahead
Yep. As you go round in this lower orbit, you'll actually be orbiting faster despite having burned retrograde to get there. You'll catch up over time.
Keeping the intersection lets you plan out the intercept.
If you know how much to burn, you can do the meetup in one orbit but it's way more efficient to do a small burn and wait several orbits.
This does depend on if your mission is time sensitive or not. You might run out of mission time, or ec, or life support, or whatever if you wait too long.
Could you hypothetically, after measuring the angle between the controlled craft and the target vessel, plug it into some resonant orbit calculstor and figure out how to do it in one orbit
You can just brute force it with a maneuver node and watching the intercept, you just add retrograde somewhere until the intercept point moves all the way up to the maneuver node. Stock KSP also lets you plan multiple orbits into a maneuver node, too.
Oh yeah I forgot there’s intercepts, been away from ksp for a few weeks ;(
I was thinking of the game reentry
retrograde/prograde. If the target's less than half an orbit ahead, it's more economical to do retrograde for the sync burn.
You can fly Gemini and they uplink the burn data to you
I normally have life support installed so that doesn't always work
In stock I mean
If my ship is indefinitely sustainable, sure, I can wait for 10 years for an orbit to match
Some do, when you're doing weird multi-burn deep space stuff.
Sometimes it takes several years for the transfer window to come up.
I like rp1 since you gotta just set the vessel to go to mars and then forget about it for ten months until your alarm goes off
This is all on a timescale of just a few days
And, after circularizing I can pull up the apogee and there is a point at which it meets the orbit (or at least the orange signs show up for the closest approach to the satellite needing repair)
I just need a way to lower the distance gap (anywhere between 5-50 km) between the Satellite and Me so I can actually fix the satellite
And for that I have been recommended retrograde burns?
If you are behind the satellite in your orbit
Then you should burn retrograde to speed up and catch up
And vice versa
The lower your orbit, the faster you go
Yes, when you're in a matched orbit but still very far from your target, the burns work kinda opposite from what you'd expect. Because a lower orbit is literally shorter in terms of distance, you burn retrograde if you need to go ahead, and prograde if you need to fall behind.
can someone please answer my question
Pretty sure they can blow up if they go past the part heat limit
