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Posts posted by MAFman
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34 minutes ago, MAFman said:
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?
I have an idea. I can have trim flaps deploy when I turn the engine on, and have deploy angle proportional to throttle.
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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?
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How do I make a single-engine turboprop plane that doesn't want to spin like crazy?
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2 minutes ago, jimmymcgoochie said:
Then deploy some solar panels/RTGs to power them; remember solar panels don’t work when it’s dark… There’s also a mod called Deployable Batteries which, surprise, adds deployable batteries that can power stuff at night when your solar panels are off, though you’d need even more solar panels to recharge the batteries during the day.
Is there a specific order in which I need to deploy things so they connect?
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Now all the parts are saying they're unpowered...
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When I deploy ground modules in construction mode, they just sit there on the ground doing nothing. Am I missing a step?
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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?
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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?
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How would I do that? My first guess is basic iterative Euler integration.
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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.
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1 hour ago, Gargamel said:
Moved to Add-on Discussion
Ah, thanks. Wasn't sure where to put this.
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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?
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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?
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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?
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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?
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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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How do you fit a really big rover like the Crater Crawler on a rocket for transport to, say, Duna?
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How do you determine what the stall speed of a plane is? Is there a way to do that other than experimentally?
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How would I get a plane like that on a reasonably-shaped rocket?
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Is it possible to make an electric plane that can fly on Duna? If so, how do I make it, and how do I get it to Duna?
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I'm thinking I want a mod that adds pseudo-Lagrange points without full n-body simulations, using empty spheres of influence in the relevant positions relative to their parent bodies. Does Unity3D support something like this? What would I need to watch out for?
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On 7/2/2021 at 6:16 PM, herbal space program said:
Looking up the Juno mission, I see it did only one Earth gravity assist to get to Jupiter. I've done something similar before to get to Jool for ~1380m/s dV from LKO, but I used two Kerbin gravity assists instead of one. I first ejected to a roughly 3:2-resonant orbit, lowered my PE from the AP of that by burning retrograde for about 80 m/s, then did another another ~37 m/s burn at the second Kerbin orbit intersect of that orbit to set up my first Kerbin gravity assist 1.5 years later. I used that to put me up into a 2:1 resonant orbit, from which another AP DSM of ~207 m/s allowed me to set up my second Kerbin gravity assist, which was more than enough to get me to Jool. The process is reasonably well-documented in the first few images of my Retrosolar Rescue challenge album here: https://imgur.com/a/5URWb. If you want to do it that way, you should launch around 5.2 years before a regular Jool transfer window. The first of these which you can use for this happens on Y6, d413 by my calculation, and then another will occur about every 472.5 days after that. So your first launch date should be somewhere around Y1, d 327, or any integral multiple of 472.5 days after that. If you really want to do it with just one assist, then you'll have no choice but to boost directly to the Kerbin 2:1-resonant orbit (i.e. a period of ~852 days), and then do what was my second DSM from the AP of that. For that you will want to launch around 2.2 rather than 5.2 years before a regular Jool launch window, since you'll only be doing the one orbit before your gravity assist. For that you could actually use the third Jool transfer window in the game, which happens on Y3, d275, for a launch date around Y1, d190. These numbers may not be 100% accurate, because my estimate of an extra 0.2 years is unfortunately just that, but there will be a decent amount of wiggle room on your second gravity assist if you find yourself coming in ahead of or behind Jool. Anyway, that was probably a fairly bewildering explanation, but if you look at my pix and then fiddle about some, I think you'll find its not as hard to work out as all that made it sound. Just make sure to fly to LKO like 40 days ahead of the launch dates I suggested and quicksave as soon as you get there, in case you need to move your ejection burn forward or back. You probably won;t need to, but if you do, whatever the phase angle is between your Jool orbit intersect and the target position marker from your best gravity assist, just move your ejection burn that many degrees forward/back in Kerbin's orbit on the next attempt and it should work fine. Good luck!
WOW, thank you for your detailed answer!!!
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What should I know about planning for a Juno mission to Jool including all of the same gravity assists that the real thing did, in terms of the launch window? I have the spacecraft itself built, and it works well (probably too much delta-V...)
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How would I write a plugin that gives the Breaking Ground motors sound effects?
Adding sounds to Breaking Ground
in KSP1 General Mod Development Help and Support
Posted
How would I add sounds to the Breaking Ground motors? I find them too silent for my liking...