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MAFman

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Everything posted by MAFman

  1. I built a replica of the James Webb Space Telescope using the Breaking Ground parts and put it into a 1/4 year Kerbin orbit!
  2. Thanks! I'll have to save it so I don't lose it again. I'm trying to recreate those crafts.
  3. IIRC, didn't Galileo release the probe before it even entered Jupiter orbit?
  4. For probes similar to the one Galileo dropped into Jupiter, how would one implement communications without putting a gigantic antenna on the probe? I'm guessing the orbiter could be used as a relay.
  5. I noticed that a lot of the parts are too big for most craft I can come up with, and so heavy that they move the center of mass far enough off center that it's nearly impossible to balance them.
  6. The torque of the flaps will change as airspeed changes, though. How do I account for that?
  7. How would I add sounds to the Breaking Ground motors? I find them too silent for my liking...
  8. I have an idea. I can have trim flaps deploy when I turn the engine on, and have deploy angle proportional to throttle.
  9. Is there a way to make the trim proportional to the throttle, since changing the torque and/or propeller angle changes the torque on the airframe?
  10. How do I make a single-engine turboprop plane that doesn't want to spin like crazy?
  11. Is there a specific order in which I need to deploy things so they connect?
  12. When I deploy ground modules in construction mode, they just sit there on the ground doing nothing. Am I missing a step?
  13. Every time I've tried making a space plane, it's overheated and exploded when it hits the atmosphere at over about 1800 m/s. How do I build so I avoid that?
  14. I'm trying to write a software-defined IMU program in kOS using the stock accelerometer sensor. It measures acceleration, integrates to find velocity, and integrates again to find position. Unfortunately, the coordinate system that kOS is using makes no sense. How do I make my own ship-centered coordinate system with X pointing east, Y pointing radially up, and Z pointing north? And, since the origin is at the center of the ship, will that make all accelerations in that reference frame zero since it can't accelerate relative to itself?
  15. How would I do that? My first guess is basic iterative Euler integration.
  16. Is there a way to mathematically simulate many, many gravity turn profiles to find an optimal one for a given rocket? I want to find a way to automate launches in kOS such that it adjusts the flight profile for the specific vehicle. Given a thrust to weight ratio, I want to find the optimal vertical speed at which I should pitch over by 5 degrees.
  17. I saw Noreidd's PEGAS implementation and wondered, can I do that in stock KSP with kOS? How would that work? Can someone help me understand the math and figure out how to code it?
  18. In real life, solid rockets have their fuel grains cut in such a way to achieve particular thrust vs. time curves. How would I make a mod that adds that in KSP, with the ability to cycle between the most common grain geometries in the VAB?
  19. Is there a way (doesn't have to be easy...) to integrate Breaking Ground with kOS to implement a drone flight computer so that I can have a more intuitive fly-by-wire system for a drone?
  20. I rebuilt this for the latest version, and while it works, it does display an annoying pink square in the center of the vessel. Why is this? https://github.com/mferrie/ksp-planetshine
  21. How do I make a geosynchronous constellation where the orbits are elliptical and the apoapses form the vertices of a tetrahedron? EDIT: The tetrahedron should just rotate in place, with none of the vertices moving relative to each other.
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