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moronwrocket

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    Can't launch this

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  1. Wildfire contracts ideas? These might fit under the Coast Guard chain. Been watching some of the videos of wildfire fighting, and thought they would make a great addition to GAP. 1. Spotter - Go to locations to spot signs of potential wildfires/assist firefighters. Is it possible to add a smoke source? Maybe a rocket engine with a fuel tank to represent a fire and/or cause 2. Rescue - Helo - Rescue trapped firefighters on the ground from their emergency shelter (use command pod to represent a tent). 3. Fire retardant dump - Carry oretanks to location and stage to decouple them from aircraft (low altitude, like 50m AGL). Inspiration https://www.facebook.com/InstructorChrisBaker/videos/876172322589207/?hc_ref=ARTxJ-oJjqAEFgL79sputGwmdVF_an1Nx2IAR9z6YYeipgeie8GZNqH9XZhSZpYfUdk
  2. That is one benefit I really liked about Kerbal Construction Time. Once you have visited a planet, you can start a "simulation" in orbit of that planet, with a chargeback based on length of the simulation. So testing EDL on Duna becomes a lot more like real engineering. The simulation feature has been split into its own mod, so you can use that without KCT.
  3. That is one benefit I really liked about Kerbal Construction Time. Once you have visited a planet, you can start a "simulation" in orbit of that planet, with a chargeback based on length of the simulation. So testing EDL on Duna becomes a lot more like real engineering.
  4. Not one, but two stock X-wings. We truly live in an age of wonders!
  5. Well someone is happy he made it to Minmus!
  6. The window already says the instantaneous thrust, so adding the potential max thrust won't take up any space. I'd argue that losing instantaneous thrust isn't a big loss - who cares what the thrust is right this second? What's more important and useful is maximum thrust and max fuel consumption (as modified by thrust limiters), which drives acceleration and maximum dV, when paired with amount of fuel consumption. Also, since the maneuver node burn times are still broken, estimates on how long before the node you need to start thrusting. This is information that has to be recalculated by hand with every node. Yes, I know the mass is available in the map window - but not all the time. If you are focused on another object, you lose the mass information. And since it is constantly changing, you always have to switch back and forth with Map mode. Yes, I have adjusted to learning the thrust of the engines I currently use, but this type of information should just be available all the time anyways, and would obviate much of the need for KER. And no, it's not so much "I want my mod in stock" as it is "this should have been stock to begin with".
  7. In lieu of KER, it would be nice to have the current vehicle mass always available, as an item in the Consumables window. Also, when right-clicking on engines, show the current fuel consumption and thrust numbers as a maximum of the preset value. IE 125kN / 250kN and 3.0 / 6 liquidFuel. This way we can at least calculate an easy rough estimate to acceleration and total dV on a stage instead of having to click back and forth between the map mode (for mass) and a wiki page (for thrust).
  8. I installed my GOG KSP 1.2 for a clean setup with no mods, and increased the UI size to 150%. I made a simple rocket with parachute, command pod, advanced in-line stabilizer SAS module, coupler, two FL-T800 tanks, a Swivel, and 4 AV-R8s for aerodynamic stability.. So, with all torque enabled, the roll/yaw/pitch return from railed back to SAS in HOLD mode takes about 6 seconds to damp out completely. There might be some microtorque, but after 10s there isn't anything noticeable to my eye. I disabled the advanced inline stabilizer, and it was still able to stabilize the rocket after 10s. I reduced the pod's reaction wheel torque to 10, and then it does take quite a bit longer for rolls to dampen down, and interestingly, there is a strange behavior noticeable. As the SAS engages and counters the rotation, it stays at a low value until the rotation is almost stopped, and then pops up to almost half, before switching direction. Seems like there is an issue with the algorithm when it pops higher and then switches direction, probably when it is close to the hold position. I put up a short video at Example of SAS behavior. Looks like a legit problem, esp with low SAS authority. One interesting thing I noticed, the indicators at rest don't point to the center of the middle hash mark, but to the left edge. I wonder what that means for the navball indicator. (bottom edge for pitch)
  9. Daveroski - Thanks for the details, I'll keep an eye on it. I haven't noticed this myself, but then again I don't do much rolling in space. I usually only do it when docking, and having seen anything in particular. I've got a bunch more docking coming up and I'll see if it happens to me. Does entering/exiting timewarp make it go away?
  10. Not really, no. What does the placement of your SAS modules compare to the control point? If they are far away, and your ship is like a giant noodle, the time for the twist to get to the control point could be long enough that it starts setting up a reinforcing beat.
  11. One way to get around the upper limit on impact velocity is to use a dual magnetic railgun to shoot two shots, one at your target, and one directly away so that your launcher doesn't get affected. Granted, it would require lifting 2x the mass so that 1x could be thrown away, and to deorbit a rod would require a pretty massive railgun with astronomical power generation/storage/delivery requirements, but the kinetic energy delivered is only limited by your Congressional budget appropriations.
  12. Yeah, the thing to remember is the relay antennas have a much shorter range between each other than with KSC. So the right way to use them is to put them in orbit around the target body, not so much Kerbin. IE, put three around the Mun & Minmus, not 3 at high altitude orbiting Kerbin. This way they can link up to get around the Mun/Minmus, and then the long hop is to the strong antennas at KSC or the ground relays. Once really high power antennas open up, put those in polar or Kolynia orbits to provide links to Kerbin from Duna etc. @KerikBalm, that spreadsheet would be great for the wiki.
  13. You'll have to head slightly west of what you calculate, because of the "free" rotational velocity provided by the equatorial launch site. Once you get to 35km altitude or so, switch to Map mode, and wobble around the prograde marker, watching the effect on your AN/DN numbers. Figure out which direction you need to tweak to get the numbers as low as possible. Once you get there, start heading prograde again and get into orbit. From there, follow normal rendezvous techniques to get to the 'roid. The key thing though is trying to launch when the AN/DN passes directly over KSC. Mk 1 eyeball FTW!
  14. One other thing - a stayputnik core cannot act as a relay point, it has to be a "better" core.
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