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Moesly_Armlis

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Posts posted by Moesly_Armlis

  1. Alright I know the KSP challenge rules but I am busy getting the aluminium pole from the crawl space.  So my participation will be later.

     

    Complete any two of the following:

     

    Erect an unadorned aluminum Festivus pole with the proper strength to weight ratio

     

    Cook up a Festivus dinner

     

    Command the "Airing of Grievances"  

     

    Display "Feats of Strength" 

     

    Remember 

    "a Festivus for the rest of us"

    Not familiar with FESTIVUS just google it.

  2. Imagine arcade cabinets in the Astronaut Complex lounge.  Already we see KSP on some of the monitors.

    Space War and Moon Patrol would also make a good fit.

    Maybe recreating these games in a fixed 2D environment but still using most of the KSP parts.

  3. Space Taxi by MUSE Software (1984).

    1vMqnAg.png

     

    Who would want this modded into a KSP enviroment?

    Seems like almost everything is already in KSP to make this a reality.

    Just consider re-making some of the levels and have Kerbals that need to be picked up and transported to various landing pads.  

    Here is a long play for those that want to see the game in all its 8 bit glory.

     

    If you watch the Bean Stalk level I would like to see an actual transformer like landing pad that starts extending upward and making the pads.  With mods like Infernal Robotics the pads are not appearing out of thin air but unfolded.

    The MOD would be sort of a mini game and challenge.

    Just some thoughts.

    Anyone interested?

  4. 12 hours ago, LordFerret said:

    Cheat Menu?!?!?? How did KSP caveman gain access to this?!?!?? Did he have a little help, maybe?

    Certainly no caveman would use the cheat menu.  It was only used for introductory demonstration of the concepts.

    Wait till you see my Very Knot-EEE Solution!

     

    12 hours ago, LordFerret said:

    That would be neat, although I'm not sure the game's physics and parts behavior would permit it. I'm not a rocket scientist though, nor Unity expert, so maybe someone here better qualified would know the answer to that.

     

     

    Nothing was said about which planet to orbit.  Remember the definition of planet is any world that orbits a star.  Moons are separate biomes and I consider that a different world.

     

  5. Try using the small radiator to contain kerbals. 

    Part image

    The aero dynamics are much easier to predict and less weight than the girder.  You may need two or three of them so it adds to part count.

    If you attach them flipped over.  This prevents the attachment legs from colliding with the kerbal.

     

    Another fantastic alternative is using a service bay that is attached 90 degree. Tricky part is getting the kerbal inside and closing the doors with out summing the kraken. 

    Spaghetti-kerbal death is just a terrible way to go.

     

     

    Try adjusting the position of your test rocket in the VAB.  You can move it so it no longer is on the buggy launch pad . The rocket should sit on the dirt.

  6. KSP Caveman Celestial Navigation

     

    KSP Caveman have an abhorrent fear of technological devices.

    Never Trust A Computer You Cannot Bash!

     

    So KSP caveman get by with what we have.  Using instinct along with trial and error.

    Navigating interplanetary beyond Kerbin's backyard is sketchy.  No maneuver nodes makes an intercept risky. 

    We have had KSP Caveman reach Duna but most are hesitant and stick with visiting Mun or Minmus.

    The goal is to expand the KSP Caveman's set of tools for navigating beyond Kerbin. 

     

    It should be possible to use the equation of an ellipse to create formula to assist in navigation.

    The result should allow KSP caveman to travel interplanetary with confidence with the use of simple tools to measure on screen information and apply formulas to predict spacecraft and planet locations.

     

    For those who are not familiar with the KSP Caveman challenge consider this as a method to utilize alien technology using primitive tools.  The navigation screen exposes a fantastic machine.  Considering that it is capable of tracking all large celestial bodies and spacecraft s in real time.  The first level navigation system indicates periapsis and  apoapsis accurately and if utilized properly can also determine orbit inclination.  We know the planets are on rails but if you ignore that and just imagine that the navigation screen is what our beloved Kerbals would interact with and see and they make do with the resources at hand. The goal is how to utilize the navigation screen to its fullest.  With just math theory and string this simple looking navigation system could allow KSP Caveman to complete a grand tour.

     

     

    The Equation Of The Ellipse 

     

    Definition of an ellipse.

     

    images?q=tbn:ANd9GcSbkz7K0Ud7AePcypYnUau

     

     

    From the focus take a parallel line from the minor axis and where the line intersects with the ellipse represents the focal length.

     

    To perform calculations based on measurements from within the game we are going to need to use the equation of the ellipse.

     

    x2/a2 + y2/b2 = 1

    a = 1/2 major axis

    b= 1/2 minor axis

    Deriving the equation for the distance from the centre to focus.

    c = sqrt (a2-b2)

     

    The focal length is another piece of the puzzle.

    L= 2b2/a

     

     

    The values can be obtained by using the in game information available on the navigation map.

    The value for 1/2 the major axis is from the centre to vertex.   

    The apoapsis and periapsis inform us of the total length of the ellipse but it is the value above sea level.  Add in two times the planet radius and the total length of the major axis is solved.

     

    2a = Periapsis + Apoapsis + 2 Planet Radius

    To solve for  a take half of the major axis total length.

     

    Solving for c is next and we use the value of and subtract the periapsis of the orbiting spacecraft and the radius of the planet.

     One of the focus points of the ellipse corresponds to the planet centre.

    The value of c refers to the centre of the ellipse to the focus.

    c = a - (Periapsis + Planet Radius)

     

    Solving for b is a little less complicated.

    Rearranging the equation for the distance from centre to focus.

    b = sqrt (a2-c2)

     

     

    Example:

     

    From the cheat menu set the orbit to 5 000 000 and 0.5 for the eccentricity.

     

    fDrdVCn.png

     

    Identifying the variables.

    b7mu8A5.png

    The periapsis equals 1 900 000 metres.

    The apoapsis equals 6 900 000 metres.

    The planet radius equals 600 000 metres.

    All values are displayed in the navigation screen.

    The value for a,b,c  are calculated.

     

    2a = Periapsis + Apoapsis + 2 Planet Radius

    2a = 1 900 000 m+ 6 900 000 m + 2 x 600 000 m

    2a = 10 000 000 m

    a = 5 000 000 m

    c = a - (Periapsis + Planet Radius)

    c = 5 000 000 m  -  (1 900 000 m + 600 000 m)

    c = 2 500 000 m

    b = sqrt (a2-c2)

    b = sqrt (5 000 0002  m - 2 500 000m)

    b  = sqrt(18.75 Tm)

    b = 4 330 127 m

     

    Once b is solved it can be verified. 

     

    The formula for focal length

    L= 2b2/a

     

    Measuring the space craft altitude and add the planet radius once over the focus point or centre of planet.

     

    qvc0rsm.png

     

    oCGl9Tb.png

     

    Altitude = 3 094 587 m

    Planet Radius = 600 000 m

     

    L= 2b2/a

    The measurement needs to be doubled to represent the focal length.

    2 (altitude + planet radius ) = 2b2 / a

    2 (3 094 587 m + 600 000 m) = 2(4 330 127)2 m / 5 000 000 m

    3 694 587 m compared to 3 749 999 m with some error.

    Waiting a little longer reveals the actual position to measure the focal length.

    CmieSZ5.png

     

     

    The values a,b,c can now represent the ellipse in a equation form that will be manipulated mathematically. 

    The formula that defines the ellipse: 

    x2/a2 + y2/b2 = 1

    The values for x, y represent the position of the space craft along the perimeter of the ellipse.

     

    The Orbital period can be easily calculated once the spacecraft is at the opposite side and doubling the travel time.

    This is not a very smart solution especially when travelling interplanetary. 

    We need to find out the orbital period based on the instantaneous velocity of the space craft at a certain point (x,y) in the orbit.

     

    The KSP Caveman Celestial Toolkit

    To understand the concepts the cheat menu is being used. Certainly makes things easier to demonstrate but this needs to work within caveman tech levels.

    The eccentricity can also help to assist in solving problems and was missed in the first part of this guide.

     

    Using the formula for linear eccentricity.

    e =  sqrt ( 1- b2/a2 )

     

    The above example eccentricity was set to 0.5 and the value for the major axis set to 5 000 000 

    Rearranging the formula to solve for b:

    b =  sqrt (a2 (1- e2))

    b = 4 330 127

     

    But how does this help a KSP Caveman.  The solution needs to be something that a KSP Caveman can access.

     

    The idea came to me while watching a video about ancient navigation techniques.

    The knot is a measurement of speed over water and the etymology of the word knot refers to how a knotted drag line is used and the number of knots deployed over a set time indicates the speed of the vessel.

    Having a string with knots evenly spaced is a suitable tool for the caveman. The string needs twelve equally spaced knots.  This string will assist in creating right angles.

    The Special Right Angle Triangle

    With sides of: three units, four units, and five units.  The sum of the smaller sides squared will equal the square of the hypotenuse.

    a2 + b2 = c2

    y4XJYpE.png

    Along with twelve knots other combinations can be utilized.

    3: 4 :5
    5: 12 :13
    8: 15 :17
    7: 24 :25
    9: 40 :41

     

    The knotted string can form this special right angle triangle and using zoom to fit the triangle to the screen information.

    In this picture the cheat menu represents the string.  The special triangle's right angle is nestled into the planets centre.  Focusing on the planet and zooming reveals the exact centre and zooming out does not change the point.  You can observe this by placing the mouse pointer over the centre and use the MINUS key to zoom out.

    The ends of the string extend to the ellipse.  The markers for the periapsis and apoapsis are used to align the ellipse in a common geometric frame..It is very important to align the ellipse so that distortion is eliminated.  Use the mouse or cursor buttons to change the camera until a top down view is obtained.

     

    qvc0rsm.png

     

    The string can also be used to create measurements that are ratios compared to other measurements.  The zoom feature is also used to size the string to the on screen information.  

    Angles can also be calculated and inclination can also be solved.

     

    One more use of the string is drawing an ellipse.  Attached to each focus of the ellipse the perimeter can be outlined.

    FfxWV2N.png

     

     

     

     

    The Hohmann transfer calculations allow KSP Caveman to get close to an intercept.  Correction burns are usually done near the intercept.  This is very inefficient.  A Correction burn should happen close to the insertion point to be more fuel effective.

    Once the orbit parameters are used to define the ellipse the string is used to take various measurements between the two bodies in orbit.

    A correction burn can be calculated and through further measurement verify the intercept.   

    When the vessel is over the focal point this might not be the most efficient place to do a correction burn but it is one that is easily marked. 

    To illustrate how all these tools can be used I am crafting a hands on video. 

     Stay tuned!

     

     

     

     

     

    Orbital Period

     

    These calculations based on the space craft orbit parameters can help fill in the missing information. 

    The equation of the ellipse can now be integrated and derivatives of the equation will give us the information to calculate orbital period.

    The instantaneous velocity measured at any point along the ellipse ...

     

    More to follow

  7. Congratulations @IncongruousGoat

    Feel proud to show off your NCD stone. 

     

     

    zWjYCf4.jpg

     

    There are other synthetic substances that are  harder than NCD and Nanocrystalline Diamond was chosen because it is found in meteorite craters.

    This article details more information about NCD.

    https://www.nature.com/articles/srep37232

     

     

    Looks like I am coming back to KSP at the right time.  We have one caveman completing the NCD challenge and another taking up the path.  

    It.

    Has. 

    Begun!

     

    Caveman Navigation

    The issue with navigation has been bothering me.  It seems to me that a system of calculations based on measurements could provide a better chance of succeeding an interplanetary intercept.

    For a time I thought of using standard celestial navigation.  A conical measurement system is used to accurately measure the spacecraft's location in three dimensions.  This would then have to involve using a sextant to sight the planet which is not possible in stock KSP.

    I would like to open another thread and discuss celestial navigation using the in game map.

    It should be possible to use the equation of an ellipse to create formula to assist in navigation.

    The result should allow caveman to travel interplanetary with confidence with the use of simple tools to measure on screen information and apply formulas to predict spacecraft and planet locations.

     

     

     

  8. Probes that have no signal also have no control under the proper difficulty settings.

    So in order to mitigate the lack of a flight computer I am suggesting that science reports should be able to automatically trigger when reaching a specific situation.

    The science package is programmed during fabrication or in flight.  The science modules could have target and situation options. 

    Planning a mission to explore space just outside of Kerbin's SOI when the Deep Space Network is in its infancy.  The Goo canister and other science instruments are programmed to obtain science while Flying High in space over the Sun.  Then when the vessel reaches that specific situation the probe wakes, completes the science experiment, stores it and then returns to hibernation.  The science reports could then be relayed back to Kerbin once the probe is back within the range of the Deep Space Network.

     

  9. 9 hours ago, GoSlash27 said:

    List of Caveman biomes (let me know if I missed any):

    There are two new biomes on Kerbin.  The Northern Ice Shelf and the Southern Ice Shelf.  There is also the Kerbin Ice Caps but only in the North (probably a bug in the biome map).

    QPZnCzt.png

    I just visited the South Pole and no sign of the Kerbin's Ice Caps biome just the Southern Ice Shelf.

    rm4I1fu.png

    mx1KSu2.png

     

    There are also some reports that are tricky to obtain and I only found them by accident.Ps0Uc8R.png

    Temperature scan and crew report while Flying over Kerbin's VAB

    I was using the a Bow-Sci rover and while moving the temperature scan and crew report were initiated. 

    kdBsVFX.png

    There are also the same reports for the SPH

    I have tried a parachute fall over the VAB and the report was not obtainable.  Only while moving on the surface will trigger this report.

    The "while Flying over Kerbin's VAB" has got me a pondering. Could this indicate that a VAB can be located other than Kerbin?

  10. I stand corrected.

    The RC-001S and the RC-L01 have the Probe Control Point.  Too bad these are at the end of the tech tree.  I was looking for probe uses at the beginning.   Consider the option for DSN modifier at zero.  Probes cannot be operated until second tier science facility upgrade and unlocking the Mk1-2 Command module.  

    If there was a flight computer so a probe could be programmed for flight then probes could have use early on.  But adding FC is complicated and that is why adding a Probe Control Point to the Hitchhiker came to mind.

    owl3mjM.png

    Another method for allowing probes early on is another suggestion I have been considering.  The ability to upgrade Building stats such as the DSN modifier.  So at a cost of Funds and Science the building stats can be improved.  These will be in the form of buffs so when a building is upgraded to the next tier the buff carries forward.  The Building Stats Improvements suggestion I will be adding after my suppertime.

  11. Probe Control Point

    What is the function of a Probe Control Point you ask.  It enables remote control of probes that are no longer connected to the KSC.  Think of having a RC car race on Eeloo

    The only part that has a Probe Control Point is the MK1-2 Command Module.

    pdFKt7m.png

    I suggest that additional parts should have this feature. 

    Give the PPD-10 some love and attention.  Enable the Probe Control Point for this part.  This part should have some additional function to it other than hauling kerbals and snacks.

     

    285px-PPD-10_Hitchhiker_Storage_Containe

     

    As for any other parts that should have this Probe Control Point option include them here.

     

  12. 2 hours ago, IncongruousGoat said:

    Nope! You need a relay antenna AND either the 1.25m or 2.5m probe core on your mothership to control a probe from a manned vessel alone. I was planning a mission to Duna a while back that used an unmanned lander controlled by a manned ship in orbit... and ran headlong into this exact problem.

    This is what i was referring to.

     

    pdFKt7m.png

    Probe Control Point

    Needs 2 pilots and is beyond Caveman technology.  

    This is the only part that has a Probe Control Point.  Now that makes me want to suggest that the Hitchhiker could serve as another option for Probe Control Point.

  13. On 11/18/2016 at 4:58 PM, SQUAD said:

    Additionally we fixed a very old issue where if you have a vessel parked on the Launchpad at Baikerbanur you can’t Launch from the KSC until you clear that one

    I might be reading between the lines here but does this have anything to do with the upcoming exciting new content.  Having the option to own and operate another facility is on my wish list.

     

  14. I honestly have just figured out how EVA kerbals are becoming stuck in orbit.  It is because of players like me who are playing Extreme Hard Career.  I use a Kerbal Korral to achieve EVA science without improving the Astronaut Complex.  The kerbal EVA while on kerbin climbs into the corral and goes to space.

    Just recently Bob was sent over to Mun to collect science and reset the experiments on the science lander.  He was nearly stranded because  the jetpack propellant was nearly depleted.

    QDlxpKe.png

    I was almost faced with the problem of rescuing Bob while he had zero jetpack propellant.  A claw could capture him but that science node was a long way off.  Only prospect for rescue was the 1.25m Service Bay.

  15. Landing on Mun and returning opens up contracts to explore Minmus.  The Minmus contracts provide science, reputation and funding.

    The docking port has been acquired and now construction of the Mun science lander begins.  Mun landing and returning science becomes very easy once orbital construction is unleashed.  Next will be ground based construction when the wheels are unlocked.  Construction could be vastly improved if only one part of RoverDude's Konstruction mod was part of the stock game.

    Take a look at the weldable docking port.  Simply awesome.  To add the weldable docking port to stock I would introduce a new part the Weldable Construction node and is available in the Advanced Construction node.  This part is similar to the docking port junior but does not transfer resources until welded.

    Stay on Target

    Spoiler

    So there is an exploit that I have known about and was planning on using it to go interplanetary.   The plan was to send a probe to establish orbit around Duna then the main fleet could then use the target indicator to calculate the correct trajectory.  Sending probes is much more difficult now with the scrappy Commnet that caveman deal with.  This exploit might not be around much longer because I believe this is a bug since the inception of the Commnet.

    Targeted vessels remain active over extraordinary distances (very spooky).

    Target vessels on launchpad/runway for an easy orbital rendezvous.

    2TmToQZ.png

    g5cCHnQ.png

    SrTREOg.png

     

    @DD_bwest

    For each difficulty I am planning on having a separate badge.  And instead of collecting minerals I would like to introduce Caveman Feats.  The feats will be similar to the Order of Troglodyte.

    I have conceptualized the artwork: there will be a progression of whiskers for each caveman badge.  So easy will have a stubbly shadow  and then next levels will have increased shag.

    3KqIuxQ.png

    I really like this picture that @Atubara created and it has inspired me to create some artwork to accompany it.

    Since RL reared its ugly head towards me last month and now just bouncing back from it I plan on finishing the badges and cavewall.

     

    On 11/6/2016 at 0:04 PM, GoSlash27 said:

     I believe it's just barely possible to put a Kerbal on Minmus and return him/ her in 1 shot, but you won't get much science out of the process.

    On 11/15/2016 at 10:23 AM, GoSlash27 said:

     As a result of my overly-cautious approach to manned missions, doing stuff like this doesn't occur to me. Consequently, I miss out on goodies like your design.

    Best,
    -Slashy

    Something I am noticing about playing EH caveman career is that it becomes a risky business to acquire science.  The solution to this problem takes a radical design.  The method I employed was to push my lander.

    Spoiler

    I say "God Damn the Pusher"

    J4YJ0xT.png

    tuZt3fT.png

    ITdAFna.png

     

    On 11/15/2016 at 5:05 PM, IncongruousGoat said:

    because the DSN's range is 0, and you need connection to the DSN to establish control over probe

    If a pilot is on board with a relay antenna then a remotely controlled probe should be possible  I have yet to test this.  Be back soon with results.

  16. 14 hours ago, Raideur Ng said:

    lKWuTu9.png

     

    Soak up that free science. There is a lot of it.

    There are many sites to visit for science at the KSC and this map does help but is incomplete. 

    The Biome maps have been cleaned up for the 1.2 update.  The Tundra bioome is gone now along with its splashed biome.  Same goes for the Grassland Splashed biome that would have been right next to the Tundra splashed. 

    Gone too are the days of settling in on the East Crater and could bring back several biome reports.  The biome hopping done on extra planetary places will now have to be replaced with roving.

    The new biomes have helped to replace some of the missing Science Points. 

    When I first discovered the biomes listed in the spoiler in the OP, it was in the Science Archives and I was not sure how I obtained them.  Excitingly I began testing and was happy that a new discovery was made.  Hence this post.

    There are two new biome areas on Kerbin but I would not call them tricky to obtain.  I was enthusiastic to find one on an expedition for gelato and can surmise that the counter part exist.  The expedition has already been planned and we will be setting off soon.


    The playstyle I have chosen is an Extreme Hard career (placing all difficulty sliders for maximum negative effects) and KSC science is vital to a successful agency. Everybody seems to think there is so much easy science just laying around.  Try some EH career and see it from my perspective where if the Science Points indicator is zero but the bar is green you keep the report. 

    UxnjO6P.png?1

    This smidge of science is after the second report worth 0.02 and the total is now 0.39 Science Points.

    t7L2b0J.png?1

    But there is still some residue after the third rinse.  I think this is still being added to the grand total but remains 0.39 Science Points for this report.

     

    The new biomes have replaced Science points that were lost during the update to the biome map.  Still keeping the balance in my opinion.

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